If you have 30ft of movement and can travel on normal terrain for 10 ft before encountering ice, which counts as difficult terrain, you could move 10ft and pay a 20ft move cost to make it a distance of 10ft on the ice. It would work the same starting from either terrain type.
We use actual movement in our group so, the distance in that case would be 7.5 ft if your move was 30ft but, I see what you are saying for grid play. It still works the same way though.
If you can move 30ft a round and walk 10ft and find yourself in Plant Growth, you pay a 20ft move cost to get another 5 ft.
If you're playing using a 5ft grid then you pay a movement cost for entering a square. So to enter a square of ordinary terrain it costs 5', to enter a square of difficult terrain it costs 10' and to enter a square in the quick cast version of plant growth it takes 20'.
If you haven't enough movement left to enter a square you can't do it but a DM might let you accumulate movement round to round to get the same effect as moving without a grid. So rather than moving 7.5' a round through plant growth you move 1sq on the first round, 2sq on the second, 1sq on the third, 2sq on the fourth and so on.
Technically Plant Growth does not cause difficult terrain, it has its own movement calculation “A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.”
For simplicity, when playing on a grid, apply movement penalties based on the square you are moving into, not out of. This will (usually) have the same result as any complicated, "more accurate" method anyway.
So then in theory, if you had something like swimming, (and character without swim speed), quicken plant growth, say like kelp, and somehow made difficult terrain those would all stack to make each foot of movement cost 8 movement? (Assuming I am doing any math right.) Same could be applied to climbing?
So then in theory, if you had something like swimming, (and character without swim speed), quicken plant growth, say like kelp, and somehow made difficult terrain those would all stack to make each foot of movement cost 8 movement? (Assuming I am doing any math right.) Same could be applied to climbing?
even more with your example. If you dont have a swim speed your movement is halved, then plant growht instils its own version of tough terrain to move through (not difficult terrain, important for stacking), then if you could make it difficult terrain then i think itd be something like a total cost of 16 per movement; I think.
There have been debates on how the math for difficult terrain, plant growth, and movement like prone adds up in other threads.
I think the conclusion most of us came to was that it was additive not multiplicative. So swimming/climbing/crawling in plant growth and difficult terrain costs 6 feet of movement per foot (30 feet per 5 foot square).
There have been debates on how the math for difficult terrain, plant growth, and movement like prone adds up in other threads.
I think the conclusion most of us came to was that it was additive not multiplicative. So swimming/climbing/crawling in plant growth and difficult terrain costs 6 feet of movement per foot (30 feet per 5 foot square).
Yes, all the various abilities refer to requiring additional feet of movement to be used in each case.
There have been debates on how the math for difficult terrain, plant growth, and movement like prone adds up in other threads.
I think the conclusion most of us came to was that it was additive not multiplicative. So swimming/climbing/crawling in plant growth and difficult terrain costs 6 feet of movement per foot (30 feet per 5 foot square).
Yes, all the various abilities refer to requiring additional feet of movement to be used in each case.
That doesnt make sense to me. Such as half speed is an immediate effect (ex spirit guardians) so lets say base 30 is immediately cut to 15. Then lets say plant growth which states 4ft must be spent for every 1ft moved. So thatd be 15/4= 3ft able to move or from base 30 then 30/8. Following same set up difficult terrain state that "You move at half speed in difficult terrain— moving 1 foot in Difficult Terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day." So with that logic it places the difficult terrain as the same situation as spirit guardians with plant growth.
Oh, okay, I think I understand that now. (Read movement a few times, before and after this, may finally be starting to sink in.) They do address that a bit in the book, with the swimming and difficult terrain, and said it was +3. So it breaks down to:
My example: Movement= 1 (ft.) +1 (other speed) + 1 (difficult terrain)+ 4 (plant growth) for a total of 6. Got it. Thank you.
So basically in Spirit Guardians that means they are basically adding plus one to the movement cost (effectively halving you speed).
(The math for this can get a bit fuzzy during interpretation, but it seems like basically instead of calculating using your current speed you are supposed to go back to: Movement cost= 1 + additional movement cost+ additional movement cost (so on as needed); and Movement allowed= Speed/movement cost.)
So how many can be stacked then?
Sorry for bringing it up again when it was discussed in other threads.
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Some homebrew: Curse Eater and more-hereother- here
A normal character has a walking speed of 30 ft, so this is halved to 15 ft if affected by the Spirit Guardians or Slow spell (or 7.5 if affected by both).
The basic movement rule is "On your turn, you can move a distance up to your speed."
All other effects translate how your speed equates to distance travelled.
Difficult Terrain: Every foot of movement in difficult terrain costs 1 extra foot.
Plant Growth: A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
What farling said. Effects that affect speed stack differently than effects that affect movement.
Difficult terrain in combat and special types of movement only adds 1 to the amount of needed movement, not double. They were just inconsistent when they wrote double in travel speed.
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While in the Difficult Terrain, the movement cost is at least double.
Question:
I'm not sure what the confusion is.
If you have 30ft of movement and can travel on normal terrain for 10 ft before encountering ice, which counts as difficult terrain, you could move 10ft and pay a 20ft move cost to make it a distance of 10ft on the ice. It would work the same starting from either terrain type.
My confusion is more about Plant Growth's Difficult Terrain. The creature can only move 5ft if it has 30ft movement. How does it work in this case?
We use actual movement in our group so, the distance in that case would be 7.5 ft if your move was 30ft but, I see what you are saying for grid play. It still works the same way though.
If you can move 30ft a round and walk 10ft and find yourself in Plant Growth, you pay a 20ft move cost to get another 5 ft.
If you're playing using a 5ft grid then you pay a movement cost for entering a square. So to enter a square of ordinary terrain it costs 5', to enter a square of difficult terrain it costs 10' and to enter a square in the quick cast version of plant growth it takes 20'.
If you haven't enough movement left to enter a square you can't do it but a DM might let you accumulate movement round to round to get the same effect as moving without a grid. So rather than moving 7.5' a round through plant growth you move 1sq on the first round, 2sq on the second, 1sq on the third, 2sq on the fourth and so on.
Technically Plant Growth does not cause difficult terrain, it has its own movement calculation “A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.”
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
This can vary by DM of course, but:
For simplicity, when playing on a grid, apply movement penalties based on the square you are moving into, not out of. This will (usually) have the same result as any complicated, "more accurate" method anyway.
Or have extra fun, play a golgari sorc. Quicken plant growth and then normal cast mold earth choosing the difficult terrain option. Lock down city!
Thank you! I love this! (My players are now going to hate you.)
I didn't think difficult terrain like that stacks? Like with the rules for cover, doesn't only one of them apply, right?
Some homebrew: Curse Eater and more-here other- here
Plant growth doesn't create difficult terrain. It has a different effect.
I have a weird sense of humor.
I also make maps.(That's a link)
XD hahahaha happy to give fun ideas!
So then in theory, if you had something like swimming, (and character without swim speed), quicken plant growth, say like kelp, and somehow made difficult terrain those would all stack to make each foot of movement cost 8 movement? (Assuming I am doing any math right.) Same could be applied to climbing?
Some homebrew: Curse Eater and more-here other- here
even more with your example. If you dont have a swim speed your movement is halved, then plant growht instils its own version of tough terrain to move through (not difficult terrain, important for stacking), then if you could make it difficult terrain then i think itd be something like a total cost of 16 per movement; I think.
There have been debates on how the math for difficult terrain, plant growth, and movement like prone adds up in other threads.
I think the conclusion most of us came to was that it was additive not multiplicative. So swimming/climbing/crawling in plant growth and difficult terrain costs 6 feet of movement per foot (30 feet per 5 foot square).
Yes, all the various abilities refer to requiring additional feet of movement to be used in each case.
That doesnt make sense to me. Such as half speed is an immediate effect (ex spirit guardians) so lets say base 30 is immediately cut to 15. Then lets say plant growth which states 4ft must be spent for every 1ft moved. So thatd be 15/4= 3ft able to move or from base 30 then 30/8. Following same set up difficult terrain state that "You move at half speed in difficult terrain— moving 1 foot in Difficult Terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day." So with that logic it places the difficult terrain as the same situation as spirit guardians with plant growth.
Oh, okay, I think I understand that now. (Read movement a few times, before and after this, may finally be starting to sink in.) They do address that a bit in the book, with the swimming and difficult terrain, and said it was +3. So it breaks down to:
My example: Movement= 1 (ft.) +1 (other speed) + 1 (difficult terrain)+ 4 (plant growth) for a total of 6. Got it. Thank you.
So basically in Spirit Guardians that means they are basically adding plus one to the movement cost (effectively halving you speed).
(The math for this can get a bit fuzzy during interpretation, but it seems like basically instead of calculating using your current speed you are supposed to go back to: Movement cost= 1 + additional movement cost+ additional movement cost (so on as needed); and Movement allowed= Speed/movement cost.)
So how many can be stacked then?
Sorry for bringing it up again when it was discussed in other threads.
Some homebrew: Curse Eater and more-here other- here
Some spells (and maybe some abilities) affect your speed:
Spirit Guardians says: An affected creature's speed is halved in the area.
Slow says: An affected target's speed is halved.
Haste says: The target's speed is doubled.
A normal character has a walking speed of 30 ft, so this is halved to 15 ft if affected by the Spirit Guardians or Slow spell (or 7.5 if affected by both).
The basic movement rule is "On your turn, you can move a distance up to your speed."
All other effects translate how your speed equates to distance travelled.
Difficult Terrain: Every foot of movement in difficult terrain costs 1 extra foot.
Plant Growth: A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
What farling said. Effects that affect speed stack differently than effects that affect movement.
Difficult terrain in combat and special types of movement only adds 1 to the amount of needed movement, not double. They were just inconsistent when they wrote double in travel speed.