Enchanted Realms Rulebook
Movement
Every creature is assigned a movement rate, which measures the distance one is permitted to cover during one round. Of course, terrain, skills, conditions and magic can all affect that value, but the basic concept of movement is fairly straight forward. Moreover, the player does not have to make individual hex movements, but rather the player will define the desired target, be it an opponent or location, after which the API in Roll20 will manage the movement.
Condition | Penalty |
---|---|
Mounting or dismounting a steed | -25 feet |
—
Mount/Dismount with mountsmanship | -10 feet |
Mounting or dismounting a flying creature | 1 action |
Pick up item from table or ground | -10 feet and item retrieval requires an action |
Ready shield without shield-use skill | -10 feet |
Standing from prone (reaction) | ½ species standard |
Standing from prone (action) | On initiative; no penalty |
Unshealth/switch weapon | -10 feet |
Due to this change of movement and location, this will effect when and how actions can be used. First and foremost, if moving to engage an opponent in melee and one’s turn comes up but the target has not been reached, then the player must choose what to do. If there are alternate targets in adjacent hexes, an attack could be chosen for one of those. Otherwise, the player would have to change or hold the action. Either way, a d4 delay would be added to the initiative. Of course, one should remember that while this impacts and possibly limits some options, the same rules apply to the bad guys too. Further, it will help to discern the demeanor of the battlefield, like when a monster breaks off its chase, rather than waiting for its turn to know what it will do under the previous game rules.
The Roll20 API interface will allow the player to manage the changes to movement at any time. This includes stopping movement, changing the movement target, using a mount, etc. This of course brings into question what to do to when a character has more than one speed option, such as a walking speed and a flying speed. Assuming the reason for switching modes does not require an action, then one can switch back and forth between speeds so long as the entity has movement points remaining. The switching math will be managed by the API.
Below is a table to indicate what the expected movement per second will be from the API. Although it would be tedious, players could just this chart for movement if something did not work properly with the API.
Second→ ↓Movement | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
100 | 1 hex | 2 hexes | 2 hexes | 1 hex | 2 hexes | 2 hexes | 1 hex | 2 hexes | 2 hexes | 1 hex | 2 hexes | 2 hexes |
90 | 1 hex | 2 hexes | 1 hex | 2 hexes | 1 hex | 2 hexes | 1 hex | 2 hexes | 1 hex | 2 hexes | 1 hex | 2 hexes |
80 | 1 hex | 1 hex | 2 hexes | 1 hex | 1 hex | 2 hexes | 1 hex | 1 hex | 2 hexes | 1 hex | 1 hex | 2 hexes |
70 | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex | 2 hexes | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex | 2 hexes |
60 | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex |
55 | — | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex |
50 | — | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex | — | 1 hex | 1 hex | 1 hex | 1 hex | 1 hex |
45 | — | 1 hex | 1 hex | 1 hex | — | 1 hex | 1 hex | 1 hex | — | 1 hex | 1 hex | 1 hex |
40 | — | 1 hex | 1 hex | — | 1 hex | 1 hex | — | 1 hex | 1 hex | — | 1 hex | 1 hex |
35 | — | 1 hex | — | 1 hex | — | 1 hex | 1 hex | — | 1 hex | — | 1 hex | 1 hex |
30 | — | 1 hex | — | 1 hex | — | 1 hex | — | 1 hex | — | 1 hex | — | 1 hex |
25 | — | — | 1 hex | — | 1 hex | — | — | 1 hex | — | 1 hex | — | 1 hex |
20 | — | — | 1 hex | — | — | 1 hex | — | — | 1 hex | — | — | 1 hex |
15 | — | — | — | 1 hex | — | — | — | 1 hex | — | — | — | 1 hex |
10 | — | — | — | — | — | 1 hex | — | — | — | — | — | 1 hex |
5 | — | — | — | — | — | — | — | — | — | — | — | 1 hex |