Moves 1000 feet in round... the character would die because the player would suffer from things like not being able to make perception checks so ambushes, traps, changes in the terrain would kill the character
I am curious, for all the people saying "I would have the character trip, break bones, just die", etc., what is it you're trying to avoid? honestly, the moment you say "moving this fast causes damage" is the moment the players try to break it by saying "I run into the enemy at 1000ft. per round" and trying to share the damage.
If all it does is lets them move fast, and costs resources to do so (casting haste, using feline agility, etc.) then is it any different from teleportation magic?
My main question would be does the player have the intelligence and dexterity to handle processing the path ahead? I mean making a turn at that speed would be hilarious.
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It's mostly for fun not battle
Moves 1000 feet in round... the character would die because the player would suffer from things like not being able to make perception checks so ambushes, traps, changes in the terrain would kill the character
Just published a map on DriveThruRPG The Forgotten Temple
I am curious, for all the people saying "I would have the character trip, break bones, just die", etc., what is it you're trying to avoid? honestly, the moment you say "moving this fast causes damage" is the moment the players try to break it by saying "I run into the enemy at 1000ft. per round" and trying to share the damage.
If all it does is lets them move fast, and costs resources to do so (casting haste, using feline agility, etc.) then is it any different from teleportation magic?
so, my question is, why stop them?
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My main question would be does the player have the intelligence and dexterity to handle processing the path ahead? I mean making a turn at that speed would be hilarious.