House rules for odd movement modes

Post/Author/DateTimePost
#1

sawbladex

Jan 30, 2012 23:56:18
So teleport and jump are ways of moving that make some sense when used by a power but seem kinda undefined as a movement mode.

So I decided to make up some rules for them.

Teleport as a movement mode lets you teleport up to the speed number of squares when you use your speed to move. If you double move, you can choose to teleport once using the combined teleport speeds or twice using one speed per teleport, which may matter for crossing gaps or getting around los blocking things.

Jump as a movement mode would use the long jump rules in general, but would also allow you to safely drop down that distance by negeting that distance from the fall with actions to move your speed. It could also be used to do a high jump at 1/4 the speed. Also a jump speed defines how many squares you can leap, cross, and land on.

As a last note, climb as a movement speed would no longer ignore difficult terrain.

Thoughts?
#2

alitain

Jan 31, 2012 0:28:17
Well, and I'm going to sound harsh, but first off General is not the right forum for ya.  This is a Homebrew issue, thus the Homebrew forum.  So there's that.

Second, and usually I don't join in on misplaced topics but I'm bored so yeah.  Not sure where you're getting this idea that teleporting and jump are "undefinited".  They're both clearly defined in the rules.  Check the compendium if you're unsure on the rules for jumping and/or teleporting.  Jumping is definited in the skills section telling you what you can and can't do or giving you some DCs to go by for things.

Teleporting is whatever distance the power/ability gives you.  Some abilities let you teleport only one square, some your speed, some farther than your speed.  And then there's just the general teleporting rules that are there.  It just doesn't seem like there is a need to add more rules or special abilities to teleporting or jump since they are clearly defined.   
#3

sawbladex

Jan 31, 2012 12:08:59
I could have been more clear.


It's true that teleport is defined fairly will for powers that use it, but there is no defination for them as movement modes, which is what I am trying to address. Particularly since rapid fire blinking seems a bit funny.


Jump, however, is not defined except as something that you do as part of a Athletics skill check and even then, it is divided into long and high, without any defination of what happens when it is jump, no modifier.


Climb just has a line that seems odd, because I would think if you can ignore difficult terran on the ceiling or wall, then being on the ground should work as well, but that seems like a bit much for text on a stat block that means it's trival for you to scale a wall.


Also, I probably should not post from phone.        
#4

Istaran

Jan 31, 2012 14:54:26
Teleporting is whatever distance the power/ability gives you.  Some abilities let you teleport only one square, some your speed, some farther than your speed.  And then there's just the general teleporting rules that are there.  It just doesn't seem like there is a need to add more rules or special abilities to teleporting or jump since they are clearly defined.   



I think he was trying to address teleport speeds, and how you resolve them in interaction with different rules elements. This seems in line with what I remember from rules compendium about other speeds, particularly when you have a non-standard speed that is lower than your walking speed. I.e. if you have speed 6, climb 2 then that means you can move a total of 6 squares in a walk action, two of which can be climbing.

It's mostly a monster issue, but a small number of mounts have teleport speeds and there's at least one Swordmage utility that gives teleport as "an additional mode of movement". 
#5

warrl

Jan 31, 2012 15:15:54
Jump, however, is not defined except as something that you do as part of a Athletics skill check and even then, it is divided into long and high, without any defination of what happens when it is jump, no modifier.

You don't need a mechanical definition of hopping in place. Just roleplay that.

Otherwise, you are either jumping to cover a distance (long jump), or jumping to get over/onto something and cover a distance (the height-cleared component of long jump), or jumping to reach a high point (high jump). All of which are well defined.

Climb just has a line that seems odd, because I would think if you can ignore difficult terran on the ceiling or wall

To something with a Climb speed, difficult terrain on the wall means more great toeholds. That offsets the increased difficulty.

then being on the ground should work as well

You don't need good toeholds to avoid falling off the ground.

#6

sawbladex

Feb 01, 2012 12:36:21
@warrl


I suppose just saying that jump speeds are converted into long and high as needed would work.


Regarding climbing,  difficult terran doesn't always mean rocky ground, (where your statement would make sense), but also slippery mud or something, which are not good for hanging on.
#7

mhbjarkistef

Feb 07, 2012 0:12:38

Sawbladex Movement modes
Prerequisite:
 You must be playing in Sawblade's game
Benefit: If you have teleport speed, you can teleport your speed. If you want to jump, use the rules depicted in the Rule's Compendium. Jumping can be made as a part of any action that allows you to move at least 2 squares, but always requires an atheltics check. If this jump cannot fail in an event-changing manner, skip the rules and roleplay it. In addition, the defenition of climbing is changed as follows: Each square of movement while climbing requires you to spend 2 squares of movement, unless you have spiderclimb or a power that states you ignore difficult terrain while climbing. Difficult terrain on a wall always makes climbing more difficult, requiring those with spiderclimb to spend two squares per square moved and increases the Athletics DC of climbing said portion of the surfice for those without it. Hazardous terrain is still hzsardous, hindering terrain is still hindering. All other movement modes remain the same.
 
Ta-da?