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- {
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- "Chapter 1: Gamemastery Basics",
- "Running Encounters",
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- "markdown": "<title level=\"1\" right=\"Rules\">[Splitting and Combining Movement](/Rules.aspx?ID=849)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\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</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
- "name": "Splitting and Combining Movement",
- "next_link": {
- "label": "Going Gridless",
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- "label": "Cover",
- "url": "/Rules.aspx?ID=848"
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- "rarity": "common",
- "release_date": "2020-02-26",
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- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Maps and Miniatures\r\n</additional-info>",
- "source": [
- "Gamemastery Guide"
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- "Gamemastery Guide pg. 14"
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- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>",
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- "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. ",
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