Movement very specifically refers to movement speeds and movement types, the thing you spend on your turn's move to do.. you know... the moving. Ie walking, climbing, swimming etc.
Edit: Yeah, just double checking both chapter 8: Adventuring and 9: Combat, "movement" is always used to refer to the various types of movement. Walking, swimming, climbing, flying etc. Talks about the speeds of these types of movement, long distance, in combat, but always specifically discussing these modes of getting around. Movement is very specific. Moves/move/moving/moved this gets used more, uh, openly, from time to time. But never movement. Movement is a hardline gameterm.
Ah? So it positively defines movement to only include those things? It black and white eliminates using the word “move” for anything else?
Move. Movement.
2 words.
Different meanings.
Got it?
Welcome to the conversation.
So the movement modes in the MM dont count as movement either?
Movement is movement. All movement types have to do with moving around by some fashion, whether walking, crawling, swimming climbing flying burrowing etc. They all have speeds, and you spend that movement to move around on your turn in combat. That's what "movement" is.
Move. Move refers to even more things. A move is part of your turn in combat. Move is what spending your movement lets you do. When things push/pull/shove etc you, they're moving you. Lots of things can move you or cause you to be moved. Spell effects can be moved. This word "move" is sometimes used very specifically in game terms, but then at other times used colloquially.
Remember, that means when you fly (or burrow) you’re not moving.
The basic terms are being misused. This is wild. You're not going to answer this question if people are in disagreement about the basic rules of the game.
Move. Movement. Similar words, but used differently in 5e. Let's compare the rules text they appear in. We'll start with the Combat, chapter 9, since it is the most relevant. All instances these words appear:
You can break up your movement on your turn, using some of your speed before and after your action.
If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks.
Every foot of movement in difficult terrain costs 1 extra foot.
Standing up takes more effort; doing so costs an amount of movement equal to half your speed.
For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up.
You can't stand up if you don't have enough movement left or if your speed is 0.
Every foot of movement while crawling costs 1 extra foot.
Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.
Here are a few examples of the sorts of thing you can do in tandem with your movement and action:
To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in.
The rule for diagonal movement sacrifices realism for the sake of smooth play.
If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it.
For example, you must have at least 2 squares of movement left to enter a square of difficult terrain.
Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.
When you take the Dash action, you gain extra movement for the current turn.
Any increase or decrease to your speed changes this additional movement by the same amount.
If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.
You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.
Doing so costs an amount of movement equal to half your speed.
For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse.
Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0.
Move
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends.
On your turn, you can move a distance up to your speed and take one action.
You decide whether to move first or take your action first.
Your turn can include a variety of flourishes that require neither your action nor your move.
You can also interact with one object or feature of the environment for free, during either your move or your action.
For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
On your turn, you can move a distance up to your speed.
These different modes of movement can be combined with walking, or they can constitute your entire move
However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.
For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move.
Whenever you switch, subtract the distance you've already moved from the new speed.
The result determines how much farther you can move.
If the result is 0 or less, you can't use the new speed during the current move.
To move while prone, you must crawl or use magic such as teleportation.
You can move through a nonhostile creature's space.
In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you.
Whether a creature is a friend or an enemy, you can't willingly end your move in its space.
If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the section.
If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.
While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws.
Rather than moving foot by foot, move square by square on the grid.
With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it.
Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."
You can make an opportunity attack when a hostile creature that you can see moves out of your reach.
You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
Once during your move, you can mount a creature that is within 5 feet of you or dismount.
If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it.
It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge.
A controlled mount can move and act even on the turn that you mount it.
Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes.
Move.... part of your turn, and how far you can go. Movement, the manner in which you get around and how much you spend to do so on a turn. Move... what you're doing when going to new locations. Movement... what you're spending to get there. The game differentiates between these two words. Read the rules, see what they're saying.
The basic terms are being misused. This is wild. You're not going to answer this question if people are in disagreement about the basic rules of the game.
Move. Movement. Similar words, but used differently in 5e. Let's compare the rules text they appear in. We'll start with the Combat, chapter 9, since it is the most relevant. All instances these words appear:
You can break up your movement on your turn, using some of your speed before and after your action.
If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks.
Every foot of movement in difficult terrain costs 1 extra foot.
Standing up takes more effort; doing so costs an amount of movement equal to half your speed.
For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up.
You can't stand up if you don't have enough movement left or if your speed is 0.
Every foot of movement while crawling costs 1 extra foot.
Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.
Here are a few examples of the sorts of thing you can do in tandem with your movement and action:
To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in.
The rule for diagonal movement sacrifices realism for the sake of smooth play.
If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it.
For example, you must have at least 2 squares of movement left to enter a square of difficult terrain.
Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.
When you take the Dash action, you gain extra movement for the current turn.
Any increase or decrease to your speed changes this additional movement by the same amount.
If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.
You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.
Doing so costs an amount of movement equal to half your speed.
For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse.
Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0.
Move
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends.
On your turn, you can move a distance up to your speed and take one action.
You decide whether to move first or take your action first.
Your turn can include a variety of flourishes that require neither your action nor your move.
You can also interact with one object or feature of the environment for free, during either your move or your action.
For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
On your turn, you can move a distance up to your speed.
These different modes of movement can be combined with walking, or they can constitute your entire move
However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.
For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move.
Whenever you switch, subtract the distance you've already moved from the new speed.
The result determines how much farther you can move.
If the result is 0 or less, you can't use the new speed during the current move.
To move while prone, you must crawl or use magic such as teleportation.
You can move through a nonhostile creature's space.
In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you.
Whether a creature is a friend or an enemy, you can't willingly end your move in its space.
If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the section.
If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.
While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws.
Rather than moving foot by foot, move square by square on the grid.
With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it.
Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."
You can make an opportunity attack when a hostile creature that you can see moves out of your reach.
You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
Once during your move, you can mount a creature that is within 5 feet of you or dismount.
If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it.
It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge.
A controlled mount can move and act even on the turn that you mount it.
Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes.
Move.... part of your turn, and how far you can go. Movement, the manner in which you get around and how much you spend to do so on a turn. Move... what you're doing when going to new locations. Movement... what you're spending to get there. The game differentiates between these two words. Read the rules, see what they're saying.
This is flat out piecemeal approach to Rules As Written. This is not how the rules are adjudicated, in a piecewise pick and choose what suits the situation. RAW is the all or nothing ruling of a situation, and must be weighed it it's entirety.
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to all DDB staff and Moderators, each of you are pathetic mentally incompetent individuals who should be fired along with Crawford and everyone else who works for Hasbro. To those users who are the company shills and kiss azssers, may you all burn in the deepest darkest depths of the 9 hells and my you all suffer the worst fortune in the remainder of your life and all eternity.
The basic terms are being misused. This is wild. You're not going to answer this question if people are in disagreement about the basic rules of the game.
Move. Movement. Similar words, but used differently in 5e. Let's compare the rules text they appear in. We'll start with the Combat, chapter 9, since it is the most relevant. All instances these words appear:
You can break up your movement on your turn, using some of your speed before and after your action.
If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks.
Every foot of movement in difficult terrain costs 1 extra foot.
Standing up takes more effort; doing so costs an amount of movement equal to half your speed.
For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up.
You can't stand up if you don't have enough movement left or if your speed is 0.
Every foot of movement while crawling costs 1 extra foot.
Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.
Here are a few examples of the sorts of thing you can do in tandem with your movement and action:
To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in.
The rule for diagonal movement sacrifices realism for the sake of smooth play.
If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it.
For example, you must have at least 2 squares of movement left to enter a square of difficult terrain.
Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.
When you take the Dash action, you gain extra movement for the current turn.
Any increase or decrease to your speed changes this additional movement by the same amount.
If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.
You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.
Doing so costs an amount of movement equal to half your speed.
For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse.
Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0.
Move
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends.
On your turn, you can move a distance up to your speed and take one action.
You decide whether to move first or take your action first.
Your turn can include a variety of flourishes that require neither your action nor your move.
You can also interact with one object or feature of the environment for free, during either your move or your action.
For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
On your turn, you can move a distance up to your speed.
These different modes of movement can be combined with walking, or they can constitute your entire move
However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.
For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move.
Whenever you switch, subtract the distance you've already moved from the new speed.
The result determines how much farther you can move.
If the result is 0 or less, you can't use the new speed during the current move.
To move while prone, you must crawl or use magic such as teleportation.
You can move through a nonhostile creature's space.
In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you.
Whether a creature is a friend or an enemy, you can't willingly end your move in its space.
If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the section.
If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.
While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws.
Rather than moving foot by foot, move square by square on the grid.
With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it.
Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."
You can make an opportunity attack when a hostile creature that you can see moves out of your reach.
You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
Once during your move, you can mount a creature that is within 5 feet of you or dismount.
If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it.
It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge.
A controlled mount can move and act even on the turn that you mount it.
Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes.
Move.... part of your turn, and how far you can go. Movement, the manner in which you get around and how much you spend to do so on a turn. Move... what you're doing when going to new locations. Movement... what you're spending to get there. The game differentiates between these two words. Read the rules, see what they're saying.
This is flat out piecemeal approach to Rules As Written. This is not how the rules are adjudicated, in a piecewise pick and choose what suits the situation. RAW is the all or nothing ruling of a situation, and must be weighed it it's entirety.
I pulled every instance of the words from the whole chapter. Notice the difference in usage. If pulling every instance of the words in the chapter is not the "all" you need to see the difference, you can always consult your PHB and reread the entire chapter. I'm not going to post the entire chapter for you.
Sorry, but all you have done is rip the rules apart piece by piece, thereby destroying the entire context of the chapter and the rules therein. As I have said, this is flat out piecemeal approach to Rules As Written. This is not how the rules are adjudicated, in a piecewise pick and choose what suits the situation. RAW is the all or nothing ruling of a situation, and must be weighed it it's entirety. The general nature of the rules is designed this way because you can't account for every situation that might be thought of.
That's why specific beats general, it limits the situations the general rule can't cover in detail.
to all DDB staff and Moderators, each of you are pathetic mentally incompetent individuals who should be fired along with Crawford and everyone else who works for Hasbro. To those users who are the company shills and kiss azssers, may you all burn in the deepest darkest depths of the 9 hells and my you all suffer the worst fortune in the remainder of your life and all eternity.
It sounds like generally folks agree, that teleportation is a special type of movement that certain abilities/spells/etc might provide you. You probably are never going to find a way to take "your move" with teleportation distance, but you very likely will be able to take actions, bonus actions, or reactions to move yourself by teleporting, or you might be moved by an outside force if someone else teleports you.
Its the most common-sense and plain english approach, which in 5E, is usually the right course to chart unless the RAW really backs you into a corner otherwise. Most of the interactions with that interpretation will work as expected.... no OAs, but only because Teleportation is specifically OA-exempt. Can teleport while grappled if you have a teleportation ability that doesn't reference your speed (which is 0 while grappled), but not while Paralyzed (which goes further to state that you can't "move"). I don't see any large red flags, there may be some specific spell or feature interactions which are stronger/weaker with teleportation being a type of 'movement', but I don't see anything behaving in bizarre and unpredictable ways.
I wouldn't call this "common sense" to the point that I'd expect every DM to instantly intuitively grasp this without reading up on it a bit, but I think there's enough incidental uses of teleportation in the context of movement in both the printed PHB and other outside texts like SAC that this is both RAW and RAI, best of both worlds!
Sorry, but all you have done is rip the rules apart piece by piece, thereby destroying the entire context of the chapter and the rules therein. As I have said, this is flat out piecemeal approach to Rules As Written. This is not how the rules are adjudicated, in a piecewise pick and choose what suits the situation. RAW is the all or nothing ruling of a situation, and must be weighed it it's entirety. The general nature of the rules is designed this way because you can't account for every situation that might be thought of.
That's why specific beats general, it limits the situations the general rule can't cover in detail.
Movement and Move mean two entirely different things. Showing EVERY instance of those words from the rules is the exact opposite of piecemeal.
Your move, and your movement speed, are two entirely different things:
Movement and Position
In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.
On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.
Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
Movement has modes. Movement types.
All of your various movement types used combined in aggregate constitute your move.
How much Movement you can use is based on your speed for that type of movement.
It sounds like generally folks agree, that teleportation is a special type of movement that certain abilities/spells/etc might provide you.
No, they don't. Teleportation is not a movement type. It does not have a speed. You can not use it on your move to move around via teleportation.
You probably are never going to find a way to take "your move" with teleportation distance, but you very likely will be able to take actions, bonus actions, or reactions to move yourself by teleporting, or you might be moved by an outside force if someone else teleports you.
Arcane Gate and Transport Via Plants. As discussed here earlier?
Its the most common-sense and plain english approach, which in 5E, is usually the right course to chart unless the RAW really backs you into a corner otherwise.
No, it isn't. Movement in 5e has speeds and types. Climbing speed. Walking speed. Flying speed. These are movement types and they have speeds. On your turn during your move you can use movement up to move around. Teleportation in no way shape or form works like that.
Most of the interactions with that interpretation will work as expected.... no OAs, but only because Teleportation is specifically OA-exempt. Can teleport while grappled if you have a teleportation ability that doesn't reference your speed (which is 0 while grappled), but not while Paralyzed (which goes further to state that you can't "move").
A paralyzed creature can't take actions because they're incapacitated.
I don't see any large red flags, there may be some specific spell or feature interactions which are stronger/weaker with teleportation being a type of 'movement', but I don't see anything behaving in bizarre and unpredictable ways.
You're welcome to homebrew this new movement type in your games. For sure.
I wouldn't call this "common sense" to the point that I'd expect every DM to instantly intuitively grasp this without reading up on it a bit, but I think there's enough incidental uses of teleportation in the context of movement in both the printed PHB and other outside texts like SAC that this is both RAW and RAI, best of both worlds!
There is not a single one. It is not intuitive because it is entirely fabricated and has no PHB support whatsoever.
Nice.
Not especially.
The PHB not a single time calls teleportation "movement". Not once.
Y o u r T u r n On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed—sometimes called your walking speed—is noted on your character sheet. The most common actions you can take are described in the “Actions in Combat” section later in this chapter. Many class features and other abilities provide additional options for your action. The “Movement and Position” section later in this chapter gives the rules for your move. You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.”
Movement and Position
On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving. The “Special Types o f Movement’’ section in chapter 8 gives the particulars for jumping, climbing, and swimming.
B r e a k i n g U p Y o u r M o v e You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.
Using Different Speeds If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.
D i f f i c u l t T e r r a i n Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar choked forests, treacherous staircases—the setting of a typical fight contains difficult terrain. Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples o f difficult terrain. The space o f another creature, whether hostile or not, also counts as difficult terrain.
B e i n g P r o n e Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A. You can drop prone without using any o f your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0. To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.
Movement Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope - all sorts of movement play a key role in D&D adventures. The DM can summarize the adventurers’ movement without calculating exact distances or travel times: “You travel through the forest and find the dungeon entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles o f echoing corridors to a chasm bridged by a narrow stone arch.” Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace o f the creatures moving and the terrain they're moving over.
Speed Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round ( 1 round = 6 seconds). This number assumes short bursts of energetic movement in the midst of a life threatening situation.
The Rules As Written, complete as printed in the PHB. Clearly Movement and Move and Moving are contextually defined as all the same: distance that can be traversed at varying speed for limited duration.
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to all DDB staff and Moderators, each of you are pathetic mentally incompetent individuals who should be fired along with Crawford and everyone else who works for Hasbro. To those users who are the company shills and kiss azssers, may you all burn in the deepest darkest depths of the 9 hells and my you all suffer the worst fortune in the remainder of your life and all eternity.
The Movement and Position section gives the rules for your move.
You can break up your movement on your turn, using some of your speed before and after your action.
If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks.
Every foot of movement in difficult terrain costs 1 extra foot.
Standing up takes more effort; doing so costs an amount of movement equal to half your speed.
For example, if your speed is 30 feet, you must spend 15 feet of movementto stand up.
You can't stand up if you don't have enough movement left or if your speed is 0.
Every foot of movement while crawling costs 1 extra foot.
Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.
Here are a few examples of the sorts of thing you can do in tandem with your movement and action:
To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in.
The rule for diagonal movement sacrifices realism for the sake of smooth play.
If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it.
For example, you must have at least 2 squares of movement left to enter a square of difficult terrain.
Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.
When you take the Dash action, you gain extra movementfor the current turn.
Any increase or decrease to your speed changes this additional movement by the same amount.
If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.
You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.
Doing so costs an amount of movement equal to half your speed.
For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse.
Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0.
Move
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends.
On your turn, you can move a distance up to your speed andtake one action.
You decide whether to move first or take your action first.
The Movement and Position section gives the rules for your move.
Your turn can include a variety of flourishes that require neither your action nor your move.
You can also interact with one object or feature of the environment for free, during either your move or your action.
For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
On your turn, you can move a distance up to your speed.
These different modes of movement can be combined with walking, or they can constitute your entire move
However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.
For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move.
Whenever you switch, subtract the distance you've already moved from the new speed.
The result determines how much farther you can move.
If the result is 0 or less, you can't use the new speed during the current move.
Tomove while prone, you must crawlor use magic such as teleportation.
You can move through a nonhostile creature's space.
In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you.
Whether a creature is a friend or an enemy, you can't willingly end your move in its space.
If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the section.
If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move,the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.
While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws.
Rather than moving foot by foot, move square by square on the grid.
With a speed of 30 feet, for example, you can moveup to 60 feet on your turn if you dash.
If your speed of 30 feet is reduced to 15 feet, for instance, you can moveup to 30 feetthis turn if you dash.
Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it.
Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."
You can make an opportunity attack when a hostile creature that you can see moves out of your reach.
You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
Once during your move, you can mount a creature that is within 5 feet of you or dismount.
If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it.
It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge.
A controlled mount can move and act even on the turn that you mount it.
Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes.
There. At a glance you should be able to see that these different words are going into different aspects of movement and moving your character. Even without reading it. Although i encourage anyone to reread the chapter if its been a while, helps to brush up from time to time.
TLDR
Movement: Something you spend, based on your speed.
Move: What spending movement lets you do, or other creature might be able to force you to do.
Y o u r T u r n On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed—sometimes called your walking speed—is noted on your character sheet. The most common actions you can take are described in the “Actions in Combat” section later in this chapter. Many class features and other abilities provide additional options for your action. The “Movement and Position” section later in this chapter gives the rules for your move. You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.”
Movement and Position
On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving. The “Special Types o f Movement’’ section in chapter 8 gives the particulars for jumping, climbing, and swimming.
B r e a k i n g U p Y o u r M o v e You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.
Using Different Speeds If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.
D i f f i c u l t T e r r a i n Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar choked forests, treacherous staircases—the setting of a typical fight contains difficult terrain. Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples o f difficult terrain. The space o f another creature, whether hostile or not, also counts as difficult terrain.
B e i n g P r o n e Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A. You can drop prone without using any o f your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0. To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.
Movement Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope - all sorts of movement play a key role in D&D adventures. The DM can summarize the adventurers’ movement without calculating exact distances or travel times: “You travel through the forest and find the dungeon entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles o f echoing corridors to a chasm bridged by a narrow stone arch.” Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace o f the creatures moving and the terrain they're moving over.
Speed Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round ( 1 round = 6 seconds). This number assumes short bursts of energetic movement in the midst of a life threatening situation.
The Rules As Written, complete as printed in the PHB. Clearly Movement and Move and Moving are contextually defined as all the same: distance that can be traversed at varying speed for limited duration.
These rules clearly delineate Movement from Move/Moving as two separate game terms.
Moving/Move is part of your turn, and describes your character going from a space to another space by spending their available movement.
Movement is something your character has available to spend, in comes in a variety of types, ie walking/climbing/swimming etc, an amount up to their speed is available for that spending, on the part of their turn called their Move.
They're absolutely distinct game terms from one another. The text you quote here shows this.
Like I said, "generally" folks seem to agree, minus a couple of outliers! Threads like this can often benefit from a poll at the top, because otherwise it can be hard to keep track of the flow of the emerging consensus amidst repeated posts from one or two dissenters. I say that, speaking as the poster who very often IS that lone dissenter, so I'm not saying "majority rules" is the right way to approach all rule discussions! I'm just pointing out, that in this particular discussion, most folks in this thread and the other seem to generally agree that teleportation is movement. And... that's nice :)
Movement: Something you spend, based on your speed.
Move: What spending movement lets you do, or other creature might be able to force you to do.
But the problem is that the definitions you seem to imply the game makes precludes at least some of the other entries of those two words in that list (I tried to point that out above, but you didn't understand: burrow and fly don't appear in the sentence you keep telling us is a definition, meaning they're not included); whereas if one just does what the designers rely on (understand English), there is no problem in this entire thread. Sure the rules use the noun 'movement' and the verb 'move' but they do so to permissively grant you the ability to move on your turn using the appropriate verb or noun form of the word whenever contextually appropriate. The rules also continue to use those words to mean their common meanings. They do not define away any other meaning of those words. There is no place in the rules that does that.
Ravnodaus I read that line like this: To move while prone you must crawl. The only other option available, maybe, would be magic. What kind? Teleportation might work.
It is suggestive, and that is why it uses the word "such". It is offering a suggestion, not a restriction. The crawling part, that is the restriction. The magic such a teleportation is a dangling offer of something else maybe.
The rule does not at all convey the uncertainty you subscribe to it. There is not a hint of uncertainty when it states: "To move while prone, you must crawlor use magic such as teleportation" . It is an either-or statement. "Such as teleportation" makes it clear that teleportation can move you while prone, and that other magical effects like it may work as well. Teleportation is a specific example of magic that works to move you while prone. It is a general statement. Even though I understand what you're saying I don't understand how you can interpret it anyway other than the way I just described.
So in these cases, with portal based teleportation, you consider the actual teleport distance to not be distance moved? Only the distance to/from the portal?
Yes. Say you have the Charger feat (which allows you to attack as a BA if you move 10 feet in a straight line after taking the Dash action). If you stood at the square next to one side of the portal and an enemy stood at the square next to the other side of the portal, I would not grant you the BA attack as you haven't moved 10 feet in a straight line. Teleporting 500 feet wouldn't qualify you for the BA attack as you haven't moved 500 feet. You have moved 5 feet (at most), but entered a point 500 feet away.
Regarding move/movement: Do you consider Dissonant Whispers and Relentless Avenger (Paladin) to use movement? Do you differentiate between them?
Relentless Avenger By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
Found another example of the word move used to include teleportation (in addition to the Being Prone section under Movement and Position in Chapter 9 Combat). The spell Hallow has an option called Extradimensional Interference, which will not allow the target creatures to "move or travel using teleportation". This does not prevent normal movement, just 'moving using teleportation'. It can also be inferred that teleportation is a kind of moving by the fact that it is mentioned specifically in the rules for OAs as not triggering them. The only thing that triggers OAs is moving out of reach, so teleportation would only need to be specifically excluded if it could otherwise be considered a method of moving out of reach.
Earlier in this argument we have also presented two examples using the word "enter" while referring to teleportation (in Magic Circle and in the DMG Chapter 1 under Teleportation Circles).
The number of times the rulebook says teleportation is not moving or does not count as entering a space is zero.
This does not, of course, mean that teleportation will trigger every thing that triggers off movement or moving - in my opinion it will tend to bypass most of them - but context and thought is needed. For example, if a magical effect needs you to stay close in order for it to continue it will say something like "the spell ends if you move more that 60ft away". You better believe that spell will end if you teleport 100ft away.
Ravnodaus I read that line like this: To move while prone you must crawl. The only other option available, maybe, would be magic. What kind? Teleportation might work.
It is suggestive, and that is why it uses the word "such". It is offering a suggestion, not a restriction. The crawling part, that is the restriction. The magic such a teleportation is a dangling offer of something else maybe.
The rule does not at all convey the uncertainty you subscribe to it. There is not a hint of uncertainty when it states: "To move while prone, you must crawlor use magic such as teleportation" . It is an either-or statement. "Such as teleportation" makes it clear that teleportation can move you while prone, and that other magical effects like it may work as well. Teleportation is a specific example of magic that works to move you while prone. It is a general statement. Even though I understand what you're saying I don't understand how you can interpret it anyway other than the way I just described.
To X while Y, you must A or B such as C. This sentence structure at no point says that all B is X, nor that all C is X.
Example: To heal while under chill touch effect, you must wait until the effect expires or use magic such as dispel magic.
Is using dispel magic... healing?
People are gleaming something from this phrase that isn't there.
So in these cases, with portal based teleportation, you consider the actual teleport distance to not be distance moved? Only the distance to/from the portal?
Yes. Say you have the Charger feat (which allows you to attack as a BA if you move 10 feet in a straight line after taking the Dash action). If you stood at the square next to one side of the portal and an enemy stood at the square next to the other side of the portal, I would not grant you the BA attack as you haven't moved 10 feet in a straight line. Teleporting 500 feet wouldn't qualify you for the BA attack as you haven't moved 500 feet. You have moved 5 feet (at most), but entered a point 500 feet away.
This is exactly how I view all teleportation. Not just portal teleports. You haven't moved, you're just now at a point far away.
Regarding move/movement: Do you consider Dissonant Whispers and Relentless Avenger (Paladin) to use movement? Do you differentiate between them?
Relentless Avenger By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
Yeah, these reference your speed. DW "to move as far as its speed allows". These are moves, that use/spend movement. They bodily move you (or the target) by spending movement up to their speed (or half their speed). If your speed was 0 because you had been immobilized somehow, neither of these abilities would allow that movement... because your speed is 0 and therefore you can only spend 0 movement.. Ie not move.
But, you could teleport while your speed is 0 because teleportation doesn't spend movement. It is just an independent effect, outside of the movement rules, that allows you to change locations. You can still move* with teleports while your speed is 0, because you're not spending "teleport movement" up to your "teleport speed" to do so. You just follow the text of the ability itself that grants that teleportation instead of consulting normal movement rules.
*move: is the wrong word for this but people seem to respond to it more clearly than other words like vanish and reappear.
Movement: Something you spend, based on your speed.
Move: What spending movement lets you do, or other creature might be able to force you to do.
But the problem is that the definitions you seem to imply the game makes precludes at least some of the other entries of those two words in that list (I tried to point that out above, but you didn't understand: burrow and fly don't appear in the sentence you keep telling us is a definition, meaning they're not included); whereas if one just does what the designers rely on (understand English), there is no problem in this entire thread.
I don't share this problem. Specific rules always override general rules. If something has a movement type and a movement speed, no matter what those are, then that is a valid movement type. If you homebrew a monster and give it a Teleportation Speed.... you've just homebrewed a new type of movement: teleportation. Congratulations now in your game Teleportation is movement.
I'm just pointing out, that in this particular discussion, most folks in this thread and the other seem to generally agree that teleportation is movement. And... that's nice :)
There are plenty of people who disagree, thankfully. As does nearly every thread on this exact topic that has appeared elsewhere in the wild. There is an argument that teleportation is moving, but not that it is movement. It has no speed, and you can't do it on your turn during your move by spending teleportation movement up to an amount equal to your teleportation speed. Because those don't exist. Because teleportation isn't movement.
Like I said, "generally" folks seem to agree, minus a couple of outliers! Threads like this can often benefit from a poll at the top, because otherwise it can be hard to keep track of the flow of the emerging consensus amidst repeated posts from one or two dissenters. I say that, speaking as the poster who very often IS that lone dissenter, so I'm not saying "majority rules" is the right way to approach all rule discussions! I'm just pointing out, that in this particular discussion, most folks in this thread and the other seem to generally agree that teleportation is movement. And... that's nice :)
Yeah, this seems pretty settled, unless someone who disagrees as a new point they'd like to bring up?
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This is based on your invented definition, not how the game uses the word. This isn't the homebrew forum.
You cannot point to any game definition of either "move" or "movement" that precludes their standard English meanings. You haven't yet, anyway.
Whereas, the rest of us can point to examples where the rules continue to use "move" and "movement" to generally describe changes in position and not just moving using your movement up to your speed during your turn.
Move. Movement.
2 words.
Different meanings.
Got it?
Welcome to the conversation.
Movement is movement. All movement types have to do with moving around by some fashion, whether walking, crawling, swimming climbing flying burrowing etc. They all have speeds, and you spend that movement to move around on your turn in combat. That's what "movement" is.
Move. Move refers to even more things. A move is part of your turn in combat. Move is what spending your movement lets you do. When things push/pull/shove etc you, they're moving you. Lots of things can move you or cause you to be moved. Spell effects can be moved. This word "move" is sometimes used very specifically in game terms, but then at other times used colloquially.
What are you even saying.
I got quotes!
The basic terms are being misused. This is wild. You're not going to answer this question if people are in disagreement about the basic rules of the game.
Move. Movement. Similar words, but used differently in 5e. Let's compare the rules text they appear in. We'll start with the Combat, chapter 9, since it is the most relevant. All instances these words appear:
Movement
Move
Move.... part of your turn, and how far you can go. Movement, the manner in which you get around and how much you spend to do so on a turn. Move... what you're doing when going to new locations. Movement... what you're spending to get there. The game differentiates between these two words. Read the rules, see what they're saying.
I got quotes!
This is flat out piecemeal approach to Rules As Written. This is not how the rules are adjudicated, in a piecewise pick and choose what suits the situation. RAW is the all or nothing ruling of a situation, and must be weighed it it's entirety.
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I pulled every instance of the words from the whole chapter. Notice the difference in usage. If pulling every instance of the words in the chapter is not the "all" you need to see the difference, you can always consult your PHB and reread the entire chapter. I'm not going to post the entire chapter for you.
I got quotes!
Sorry, but all you have done is rip the rules apart piece by piece, thereby destroying the entire context of the chapter and the rules therein. As I have said, this is flat out piecemeal approach to Rules As Written. This is not how the rules are adjudicated, in a piecewise pick and choose what suits the situation. RAW is the all or nothing ruling of a situation, and must be weighed it it's entirety. The general nature of the rules is designed this way because you can't account for every situation that might be thought of.
That's why specific beats general, it limits the situations the general rule can't cover in detail.
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to all DDB staff and Moderators, each of you are pathetic mentally incompetent individuals who should be fired along with Crawford and everyone else who works for Hasbro.
To those users who are the company shills and kiss azssers, may you all burn in the deepest darkest depths of the 9 hells and my you all suffer the worst fortune in the remainder of your life and all eternity.
It sounds like generally folks agree, that teleportation is a special type of movement that certain abilities/spells/etc might provide you. You probably are never going to find a way to take "your move" with teleportation distance, but you very likely will be able to take actions, bonus actions, or reactions to move yourself by teleporting, or you might be moved by an outside force if someone else teleports you.
Its the most common-sense and plain english approach, which in 5E, is usually the right course to chart unless the RAW really backs you into a corner otherwise. Most of the interactions with that interpretation will work as expected.... no OAs, but only because Teleportation is specifically OA-exempt. Can teleport while grappled if you have a teleportation ability that doesn't reference your speed (which is 0 while grappled), but not while Paralyzed (which goes further to state that you can't "move"). I don't see any large red flags, there may be some specific spell or feature interactions which are stronger/weaker with teleportation being a type of 'movement', but I don't see anything behaving in bizarre and unpredictable ways.
I wouldn't call this "common sense" to the point that I'd expect every DM to instantly intuitively grasp this without reading up on it a bit, but I think there's enough incidental uses of teleportation in the context of movement in both the printed PHB and other outside texts like SAC that this is both RAW and RAI, best of both worlds!
Nice.
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I'm going to make this way harder than it needs to be.
Movement and Move mean two entirely different things. Showing EVERY instance of those words from the rules is the exact opposite of piecemeal.
Your move, and your movement speed, are two entirely different things:
Movement has modes. Movement types.
All of your various movement types used combined in aggregate constitute your move.
How much Movement you can use is based on your speed for that type of movement.
Moving, is going around and changing locations.
I got quotes!
No, they don't. Teleportation is not a movement type. It does not have a speed. You can not use it on your move to move around via teleportation.
Arcane Gate and Transport Via Plants. As discussed here earlier?
No, it isn't. Movement in 5e has speeds and types. Climbing speed. Walking speed. Flying speed. These are movement types and they have speeds. On your turn during your move you can use movement up to move around. Teleportation in no way shape or form works like that.
A paralyzed creature can't take actions because they're incapacitated.
You're welcome to homebrew this new movement type in your games. For sure.
There is not a single one. It is not intuitive because it is entirely fabricated and has no PHB support whatsoever.
Not especially.
The PHB not a single time calls teleportation "movement". Not once.
I got quotes!
From the combat section and Chapter 8 of the PHB:
The Rules As Written, complete as printed in the PHB. Clearly Movement and Move and Moving are contextually defined as all the same: distance that can be traversed at varying speed for limited duration.
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to all DDB staff and Moderators, each of you are pathetic mentally incompetent individuals who should be fired along with Crawford and everyone else who works for Hasbro.
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There. At a glance you should be able to see that these different words are going into different aspects of movement and moving your character. Even without reading it. Although i encourage anyone to reread the chapter if its been a while, helps to brush up from time to time.
TLDR
Movement: Something you spend, based on your speed.
Move: What spending movement lets you do, or other creature might be able to force you to do.
I got quotes!
These rules clearly delineate Movement from Move/Moving as two separate game terms.
Moving/Move is part of your turn, and describes your character going from a space to another space by spending their available movement.
Movement is something your character has available to spend, in comes in a variety of types, ie walking/climbing/swimming etc, an amount up to their speed is available for that spending, on the part of their turn called their Move.
They're absolutely distinct game terms from one another. The text you quote here shows this.
I got quotes!
Like I said, "generally" folks seem to agree, minus a couple of outliers! Threads like this can often benefit from a poll at the top, because otherwise it can be hard to keep track of the flow of the emerging consensus amidst repeated posts from one or two dissenters. I say that, speaking as the poster who very often IS that lone dissenter, so I'm not saying "majority rules" is the right way to approach all rule discussions! I'm just pointing out, that in this particular discussion, most folks in this thread and the other seem to generally agree that teleportation is movement. And... that's nice :)
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I'm going to make this way harder than it needs to be.
The fact that 5 pages can be created about this subject in less than a day baffles me. How can you disagree on something as simple as this.
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Skolson Demjon - Cleric/Fighter
Some people can understand how a permissive rule can be written in English while maintaining the meanings of words. Others... simply cannot do this.
But the problem is that the definitions you seem to imply the game makes precludes at least some of the other entries of those two words in that list (I tried to point that out above, but you didn't understand: burrow and fly don't appear in the sentence you keep telling us is a definition, meaning they're not included); whereas if one just does what the designers rely on (understand English), there is no problem in this entire thread. Sure the rules use the noun 'movement' and the verb 'move' but they do so to permissively grant you the ability to move on your turn using the appropriate verb or noun form of the word whenever contextually appropriate. The rules also continue to use those words to mean their common meanings. They do not define away any other meaning of those words. There is no place in the rules that does that.
The rule does not at all convey the uncertainty you subscribe to it. There is not a hint of uncertainty when it states: "To move while prone, you must crawl or use magic such as teleportation" . It is an either-or statement. "Such as teleportation" makes it clear that teleportation can move you while prone, and that other magical effects like it may work as well. Teleportation is a specific example of magic that works to move you while prone. It is a general statement. Even though I understand what you're saying I don't understand how you can interpret it anyway other than the way I just described.
Yes. Say you have the Charger feat (which allows you to attack as a BA if you move 10 feet in a straight line after taking the Dash action). If you stood at the square next to one side of the portal and an enemy stood at the square next to the other side of the portal, I would not grant you the BA attack as you haven't moved 10 feet in a straight line. Teleporting 500 feet wouldn't qualify you for the BA attack as you haven't moved 500 feet. You have moved 5 feet (at most), but entered a point 500 feet away.
Regarding move/movement: Do you consider Dissonant Whispers and Relentless Avenger (Paladin) to use movement? Do you differentiate between them?
Found another example of the word move used to include teleportation (in addition to the Being Prone section under Movement and Position in Chapter 9 Combat). The spell Hallow has an option called Extradimensional Interference, which will not allow the target creatures to "move or travel using teleportation". This does not prevent normal movement, just 'moving using teleportation'. It can also be inferred that teleportation is a kind of moving by the fact that it is mentioned specifically in the rules for OAs as not triggering them. The only thing that triggers OAs is moving out of reach, so teleportation would only need to be specifically excluded if it could otherwise be considered a method of moving out of reach.
Earlier in this argument we have also presented two examples using the word "enter" while referring to teleportation (in Magic Circle and in the DMG Chapter 1 under Teleportation Circles).
The number of times the rulebook says teleportation is not moving or does not count as entering a space is zero.
This does not, of course, mean that teleportation will trigger every thing that triggers off movement or moving - in my opinion it will tend to bypass most of them - but context and thought is needed. For example, if a magical effect needs you to stay close in order for it to continue it will say something like "the spell ends if you move more that 60ft away". You better believe that spell will end if you teleport 100ft away.
To X while Y, you must A or B such as C. This sentence structure at no point says that all B is X, nor that all C is X.
Example: To heal while under chill touch effect, you must wait until the effect expires or use magic such as dispel magic.
Is using dispel magic... healing?
People are gleaming something from this phrase that isn't there.
This is exactly how I view all teleportation. Not just portal teleports. You haven't moved, you're just now at a point far away.
Yeah, these reference your speed. DW "to move as far as its speed allows". These are moves, that use/spend movement. They bodily move you (or the target) by spending movement up to their speed (or half their speed). If your speed was 0 because you had been immobilized somehow, neither of these abilities would allow that movement... because your speed is 0 and therefore you can only spend 0 movement.. Ie not move.
But, you could teleport while your speed is 0 because teleportation doesn't spend movement. It is just an independent effect, outside of the movement rules, that allows you to change locations. You can still move* with teleports while your speed is 0, because you're not spending "teleport movement" up to your "teleport speed" to do so. You just follow the text of the ability itself that grants that teleportation instead of consulting normal movement rules.
*move: is the wrong word for this but people seem to respond to it more clearly than other words like vanish and reappear.
I don't share this problem. Specific rules always override general rules. If something has a movement type and a movement speed, no matter what those are, then that is a valid movement type. If you homebrew a monster and give it a Teleportation Speed.... you've just homebrewed a new type of movement: teleportation. Congratulations now in your game Teleportation is movement.
There are plenty of people who disagree, thankfully. As does nearly every thread on this exact topic that has appeared elsewhere in the wild. There is an argument that teleportation is moving, but not that it is movement. It has no speed, and you can't do it on your turn during your move by spending teleportation movement up to an amount equal to your teleportation speed. Because those don't exist. Because teleportation isn't movement.
I got quotes!
Yeah, this seems pretty settled, unless someone who disagrees as a new point they'd like to bring up?
Active characters:
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
This is based on your invented definition, not how the game uses the word. This isn't the homebrew forum.
You cannot point to any game definition of either "move" or "movement" that precludes their standard English meanings. You haven't yet, anyway.
Whereas, the rest of us can point to examples where the rules continue to use "move" and "movement" to generally describe changes in position and not just moving using your movement up to your speed during your turn.