and not based current move speed. Here's my logic:
With the current system, most lvl 1 characters need 15 ft move to stand up. However, characters such as barbarians and monks gain movement at higher levels, so while a lvl 1 Monk needs said 15 ft to stand, at lvl 18(?), that same monk needs 30 ft to stand up... and I'm having a hard time finding something that could justify that
A set cost for all to stand doesn't seem unreasonable, though to me 15 ft seems high... situationally, maybe it simulates the wind getting knocked out of you for a second or some such... but I can just as easily see someone getting knocked down and rolling with it and getting right back up... maybe 15 ft modified by str/dex modifiers, or if you're really generous, athletics/acrobatics mods...
now that lvl 18 monk with an 18 dex uses only 5 ft to stand, and is back doing full dope-ass monk-shit all over the battlefield... but even with just the base 15 ft instead of half movement, he's not penalized for his class feature, nor are other classes/subclasses/races that get a little extra oomph to their move
Yes, this can easily be house ruled, and I do plan to bring it up at our next session, just tossing this out on the off chance the PTBs might not disagree, or can explain how half move cost makes sense
But if you reduce the cost of standing up, you also make it less attractive as a tactic to knock enemies down. It's also not really a question of feet - it's a question of spending half the round getting up from prone. Being able to run really fast doesn't really mean you get up from prone any faster.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
1: Simplicity. this is the simplest way to make the rules. If you want your monk to use less movement to stand up, pick Drunken Master (it'll cost just 5ft.)
2: It goes the other way. If a Dwarf is hit by a spell which halves their speed, then they can no longer get up if it costs 15ft.
3: Realism, to some extent. I can probably get up about as fast as a champion sprinter, presumably taking 3 seconds to do so. In the remaining 3 seconds, however, they would run further than me. How fast you can run doesn't affect how fast you can stand up.
If I were to introduce any house rule, it would be that it costs more if you're carrying too much, not that it costs less.
Don't view it as X ft to stand up, view it as 3 seconds worth of time translated into a resource the game uses (movement) that correlates to time. The game doesn't have any solid unit of action economy below the action, which nebulously takes about 6 seconds. For standing up to take any amount of time less than 6 ish seconds, there is no way to track that using actions, so instead they use movement which can give that level of granularity.
We know that your speed is the maximum you can move in one turn (about 6 seconds) without dashing, and is something that can be performed in parallel with other actions. Therefore if you want to express/track something that uses about half your turn (about 3 seconds) in parallel to other actions (in order to not make it too punishing), half your speed works well.
Spending 3 seconds getting up instead of moving translates pretty solidly to half your speed.
If a Dwarf is hit by a spell which halves their speed, then they can no longer get up if it costs 15ft.
Wouldn't this specific case be:
Dwarf gets hit by a spell reducing their speed to 15 (1/2 of 25 rounded up) and is then knocked prone.
Dwarf rises from prone and spends half their speed getting up. This costs 10 speed (1/2 of 15 rounded up).
i.e. The spell is reducing the overall speed and getting up on their feet is focused on the current speed, not the potential speed after current conditions change.
If a Dwarf is hit by a spell which halves their speed, then they can no longer get up if it costs 15ft.
Wouldn't this specific case be:
Dwarf gets hit by a spell reducing their speed to 15 (1/2 of 25 rounded up) and is then knocked prone.
Dwarf rises from prone and spends half their speed getting up. This costs 10 speed (1/2 of 15 rounded up).
i.e. The spell is reducing the overall speed and getting up on their feet is focused on the current speed, not the potential speed after current conditions change.
RAW their speed would be reduced to 12 feet because half of 25 is 12.5 and you always round down to the nearest whole number, not increment of 5 even when using a grid.
They'd then spend 6 feet getting up, leaving then with 6 feet
Half a round instead of half speed,; that is logic I can get behind. Thanks!
Though I still like the idea of getting up quicker... which there are mechanics for, like Drunken Master and the Athlete feat
The time logic Davyd presents is more in line with actual getting to your feet in actual combat. The quick getting up Drunken Master, the Athlete, or even the Monk's Unarmored movement's allowance for more movement come from a degree of strength and conditioning (practice) to "kip up". Kipping is a common gymnastic moves, is sometimes taught in some forms of martials arts, but the bulk of folks who are trained to get up after being knocked down in combat are taught more something akin to the "Turkish get up" than a kip. It's more stable, grants more situational awareness as your rise, and much more in the capacity of a knocked around body wearing some sort of kit (as most adventurers would be) than a kip up. No idea whether the designers do think over the speed of a move exploding from the spine into the lower body in a kip versus the more full body activation and support of the TGU, but I'd say there's some realism in the present rule and its exceptions within the rules than a lot of other D&D combat "realities."
and not based current move speed. Here's my logic:
With the current system, most lvl 1 characters need 15 ft move to stand up. However, characters such as barbarians and monks gain movement at higher levels, so while a lvl 1 Monk needs said 15 ft to stand, at lvl 18(?), that same monk needs 30 ft to stand up... and I'm having a hard time finding something that could justify that
A set cost for all to stand doesn't seem unreasonable, though to me 15 ft seems high... situationally, maybe it simulates the wind getting knocked out of you for a second or some such... but I can just as easily see someone getting knocked down and rolling with it and getting right back up... maybe 15 ft modified by str/dex modifiers, or if you're really generous, athletics/acrobatics mods...
now that lvl 18 monk with an 18 dex uses only 5 ft to stand, and is back doing full dope-ass monk-shit all over the battlefield... but even with just the base 15 ft instead of half movement, he's not penalized for his class feature, nor are other classes/subclasses/races that get a little extra oomph to their move
Yes, this can easily be house ruled, and I do plan to bring it up at our next session, just tossing this out on the off chance the PTBs might not disagree, or can explain how half move cost makes sense
But if you reduce the cost of standing up, you also make it less attractive as a tactic to knock enemies down. It's also not really a question of feet - it's a question of spending half the round getting up from prone. Being able to run really fast doesn't really mean you get up from prone any faster.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
1: Simplicity. this is the simplest way to make the rules. If you want your monk to use less movement to stand up, pick Drunken Master (it'll cost just 5ft.)
2: It goes the other way. If a Dwarf is hit by a spell which halves their speed, then they can no longer get up if it costs 15ft.
3: Realism, to some extent. I can probably get up about as fast as a champion sprinter, presumably taking 3 seconds to do so. In the remaining 3 seconds, however, they would run further than me. How fast you can run doesn't affect how fast you can stand up.
If I were to introduce any house rule, it would be that it costs more if you're carrying too much, not that it costs less.
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Don't view it as X ft to stand up, view it as 3 seconds worth of time translated into a resource the game uses (movement) that correlates to time. The game doesn't have any solid unit of action economy below the action, which nebulously takes about 6 seconds. For standing up to take any amount of time less than 6 ish seconds, there is no way to track that using actions, so instead they use movement which can give that level of granularity.
We know that your speed is the maximum you can move in one turn (about 6 seconds) without dashing, and is something that can be performed in parallel with other actions. Therefore if you want to express/track something that uses about half your turn (about 3 seconds) in parallel to other actions (in order to not make it too punishing), half your speed works well.
Spending 3 seconds getting up instead of moving translates pretty solidly to half your speed.
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Wouldn't this specific case be:
i.e. The spell is reducing the overall speed and getting up on their feet is focused on the current speed, not the potential speed after current conditions change.
RAW their speed would be reduced to 12 feet because half of 25 is 12.5 and you always round down to the nearest whole number, not increment of 5 even when using a grid.
They'd then spend 6 feet getting up, leaving then with 6 feet
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Well, there’s the amount they have and there’s what it equates to, since in typical grid play you can’t move fewer than 5ft at a time
Half a round instead of half speed,; that is logic I can get behind. Thanks!
Though I still like the idea of getting up quicker... which there are mechanics for, like Drunken Master and the Athlete feat
If you apply grid based rounding, you'll get mistakes if your speed or movement increases/decreases subsequently
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True, the first step of the cited example does come in too high, but only because they rounded up instead of down.
The time logic Davyd presents is more in line with actual getting to your feet in actual combat. The quick getting up Drunken Master, the Athlete, or even the Monk's Unarmored movement's allowance for more movement come from a degree of strength and conditioning (practice) to "kip up". Kipping is a common gymnastic moves, is sometimes taught in some forms of martials arts, but the bulk of folks who are trained to get up after being knocked down in combat are taught more something akin to the "Turkish get up" than a kip. It's more stable, grants more situational awareness as your rise, and much more in the capacity of a knocked around body wearing some sort of kit (as most adventurers would be) than a kip up. No idea whether the designers do think over the speed of a move exploding from the spine into the lower body in a kip versus the more full body activation and support of the TGU, but I'd say there's some realism in the present rule and its exceptions within the rules than a lot of other D&D combat "realities."
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