Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
 Advanced Mechanics 
 Movement

Movement

The explanation of the movement system was given in the Basic Mechanics section. The key takeaway of using the Cool-Down Rondel Hybrid is that movement and actions are separate entities, but both are tracked by the initiative/order method. The second key detail is that fictitious segments of time, often called rounds of combat, no longer exist. The new movement system of Enchanted Realms allows all aspects of interaction, combat, movement, magic and so on to work independently while being governed by a simple counter.

Circumstance   Rule
Readying shield (w/o shield-use)   Occurs on movement opportunity, sacrificing hexes moved
Unsheathing or switching weapon   Occurs on movement opportunity, sacrificing hexes moved
Picking something up from ground   Occurs on movement opportunity, sacrificing hexes moved (competition could happen)
Mounting/dismounting large steed (horse)   Occurs on 2nd sacrificed movement opportunity
  — with mountsmanship   Occurs on movement opportunity, sacrificing hexes moved
Mounting/dismounting huge or bigger creature (gryphon)   Occurs on 3rd sacrificed movement opportunity
Standing up from prone (reaction)   Occurs on 2nd sacrificed movement opportunity
Standing up from prone (action)   On turn; no sacrifices

Due to this system being unique, players may not be used to moving separately from taking actions. The GM may need to help remind what can be performed when. In the simplest terms, a character will move towards a target to engage in combat, move to a place of cover to fire range weapons or use magic. The time leading to reaching that spot will determine how many pre-combat actions can be taken, or whether arrows are fired before reaching the desired setup location, and so on. Often when obtaining that location, movement may not happen much until a new target has to be engaged.

However, a bit of strategy can be used with the movement system as well. Based on the wit and skill of the monsters, the enemies may also consider these concerns rather than just zeroing-in on targets. The first consideration involves having a reachable target when the character’s turn comes available. If no target can be swung upon in melee, then the player must choose what else to do. Are there alternate targets in adjacent hexes? Can the character start casting a spell or activate some sort of device? Can a dagger be hurled? Other options may also be available. However, if the intent was to close and engage in combat (based on the honor system of the player), then changing one’s action requires a d4 delay, which would be added to the initiative score. Also, this is why players should give a general intent at the start of combat. Of course, one could continue one to attack by melee if fairly close, but this too would result in a d4 delay to hold the action. At first, this may feel like options become a bit limited,remember that the same rules apply to the bad guys too. Further, once players acclimate to the system, it will give a stronger feel of verisimilitude and authenticity.

How the strategy mentioned above comes into play is how turns get counted when magic effects are used on characters. This is true for both beneficial and malevolent effects. Only one delay is permitted before the following initiative is counted as an action/turn for the purposes of spell duration calculation; however, subsequent holding actions do not count until a real action is taken. This means closing upon a target, having to hold once, then once again -- this is an action/turn for spell duration purposes. If the original intended action occurs next, then it is the second action/turn.

Thus, for beneficial effects like battle cry where the following three turns gain a benefit, then the recipient who can't reach the desired target might choose to continue to hold the action until reaching the target. By that technique, perhaps only the first action is lost without being able to use the bonus to attack. Conversely, if suffering under the curse of a bane incantation, the victim can't just delay the turns of effect away; however, selecting targets who are easier to hit might be a smarter action -- or perhaps the victim is strong enough it won't make a difference.