{ "breadcrumbs": [ "Chapter 1: Gamemastery Basics", "Running Encounters", "Maps and Miniatures" ], "breadcrumbs_spa": [], "category": "rules", "exclude_from_search": false, "id": "rules-849", "markdown": "[Splitting and Combining Movement](/Rules.aspx?ID=849)\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 14\r\n\r\n\r\n\r\nThe different types of actions representing movement are split up for convenience of understanding how the rules work with a creature’s actions. However, you can end up in odd situations, such as when a creature wants to jump vertically to get something and needs to move just a bit to get in range, then [Leap](/Actions.aspx?ID=81), then continue moving. This can end up feeling like they’re losing a lot of their movement to make this happen. At your discretion, you can allow the PCs to essentially combine these into one fluid movement as a 2-action activity: moving into range for a Leap, then Leaping, then using the rest of their Speed.\n\n This typically works only for chaining types of movement together. Doing something like Interacting to open a door or making a Strike usually arrests movement long enough that doing so in the middle of movement isn’t practical.\r\n\r\n\r\n\r\n\r\n\r\n\r\n", "name": "Splitting and Combining Movement", "next_link": { "label": "Going Gridless", "url": "/Rules.aspx?ID=850" }, "previous_link": { "label": "Cover", "url": "/Rules.aspx?ID=848" }, "rarity": "common", "release_date": "2020-02-26", "resistance": {}, "search_markdown": "\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 14\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Maps and Miniatures\r\n", "source": [ "Gamemastery Guide" ], "source_raw": [ "Gamemastery Guide pg. 14" ], "source_category": "Rulebooks", "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 14", "speed": {}, "text": " Splitting and Combining Movement Source Gamemastery Guide pg. 14 The different types of actions representing movement are split up for convenience of understanding how the rules work with a creature’s actions. However, you can end up in odd situations, such as when a creature wants to jump vertically to get something and needs to move just a bit to get in range, then Leap, then continue moving. This can end up feeling like they’re losing a lot of their movement to make this happen. At your discretion, you can allow the PCs to essentially combine these into one fluid movement as a 2-action activity: moving into range for a Leap, then Leaping, then using the rest of their Speed. This typically works only for chaining types of movement together. Doing something like Interacting to open a door or making a Strike usually arrests movement long enough that doing so in the middle of movement isn’t practical. ", "type": "Rules", "url": "/Rules.aspx?ID=849", "weakness": {} }