MOVING BETWEEN ATTACKS If you Move on your turn, you can use some or all of that movement to move between the attacks of this Action if you have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack Action.
So, my Question is...Unless you are a Fighter class you can no longer move, attack, move ? That's a big nerf for non-fighters !
I think what it means is only - If you take the attack action, and you have more than one attack, you can move in between each of these attacks if you want.
So only clarifying DURING the attack action itself that movement is still also allowed.
MOVING BETWEEN ATTACKS If you Move on your turn, you can use some or all of that movement to move between the attacks of this Action if you have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack Action.
So, my Question is...Unless you are a Fighter class you can no longer move, attack, move ? That's a big nerf for non-fighters !
No. You are misunderstanding the rules. Page 35 of the doc states:
BREAKING UP YOUR MOVE You can break up your Move, using some of its movement before and after any Action you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an Action, and then go 20 feet.
The text you quoted means that people with multiple attacks do not have to make them consecutively. You can "move between the attacks"; meaning, in 1DD you could normally move between actions, but with features that allow you to make multiple attacks in one action, you can move between those attacks. This is good because martials don't have to waste their remaining attacks because they've killed the enemies adjacent them. Spellcasters can still move, attack, move.
Rollback Post to RevisionRollBack
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explainHERE.
There is, however, a slight nerf to movement in the One D&D rules. The 2014 Player's Handbook explicitly state that you can use different movement speeds during the same movement:
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.
However, One D&D reverses this rule. Now you can only use one movement speed per move:
SPECIAL SPEEDS Some creatures have special speeds, such as a Climb Speed, a Fly Speed, or a Swim Speed. If you have more than one speed, you must choose which one to use each time you take your Move. For example, if you have a Speed and a Climb Speed, you can use one of those speeds when you Move, not both during the same Move. If you take more than one Move on a turn and have more than one speed, each Move can use the same speed or a different one. For example, if you have both a Speed and a Fly Speed and you take the Dash Action on your turn, you could use your Speed for the Move and your Fly Speed for the Dash or vice versa.
Although technically a "nerf", I think this new rule is good for the game and will be easier to play. Mixing different movement speeds gets complicated quickly and the distance you can cover can vary depending on which order you use your different speeds.
There is, however, a slight nerf to movement in the One D&D rules. The 2014 Player's Handbook explicitly state that you can use different movement speeds during the same movement:
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.
However, One D&D reverses this rule. Now you can only use one movement speed per move:
SPECIAL SPEEDS Some creatures have special speeds, such as a Climb Speed, a Fly Speed, or a Swim Speed. If you have more than one speed, you must choose which one to use each time you take your Move. For example, if you have a Speed and a Climb Speed, you can use one of those speeds when you Move, not both during the same Move. If you take more than one Move on a turn and have more than one speed, each Move can use the same speed or a different one. For example, if you have both a Speed and a Fly Speed and you take the Dash Action on your turn, you could use your Speed for the Move and your Fly Speed for the Dash or vice versa.
Although technically a "nerf", I think this new rule is good for the game and will be easier to play. Mixing different movement speeds gets complicated quickly and the distance you can cover can vary depending on which order you use your different speeds.
I dunno, seems very limited. So, you run towards the side of the ship and jump into the water, while having swim speed. In 5e, you just move, jump, and swim using the remaining movement - it's all movement. In 1DnD, you run up to the railing, take the jump action, then you're stuck in place because you can't use your speed in water, you need swim speed, which you can only "activate" on your next turn.
There is, however, a slight nerf to movement in the One D&D rules. The 2014 Player's Handbook explicitly state that you can use different movement speeds during the same movement:
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.
However, One D&D reverses this rule. Now you can only use one movement speed per move:
SPECIAL SPEEDS Some creatures have special speeds, such as a Climb Speed, a Fly Speed, or a Swim Speed. If you have more than one speed, you must choose which one to use each time you take your Move. For example, if you have a Speed and a Climb Speed, you can use one of those speeds when you Move, not both during the same Move. If you take more than one Move on a turn and have more than one speed, each Move can use the same speed or a different one. For example, if you have both a Speed and a Fly Speed and you take the Dash Action on your turn, you could use your Speed for the Move and your Fly Speed for the Dash or vice versa.
Although technically a "nerf", I think this new rule is good for the game and will be easier to play. Mixing different movement speeds gets complicated quickly and the distance you can cover can vary depending on which order you use your different speeds.
I dunno, seems very limited. So, you run towards the side of the ship and jump into the water, while having swim speed. In 5e, you just move, jump, and swim using the remaining movement - it's all movement. In 1DnD, you run up to the railing, take the jump action, then you're stuck in place because you can't use your speed in water, you need swim speed, which you can only "activate" on your next turn.
Sorry this is wrong. Jump is only an action if you are trying to clear more than 5 feet difference. Jumping in to the water would only be 5 feet so would only use 5 feet of movement. In addition, your normal movement type can be used to climb or swim, it would just cost an extra foot of movement. So in one dnd just like 5e you would run up to the railing, jump in the water and use your remaining movement to swim. If you take the dash action and you have a swim speed taking the dash action would have you change movement types if you want and can now swap to your swim speed if you want.
The Jump action says it is used when you want to jump more than 5'. But it also says that a jump of 5 feet or under is considered difficult terrain (so double the cost.) The climb speed says you can use it in any situation you could use your regular speed.
So let's say you wanted to climb the 10' walls of the aftcastle on a ship, move 5' to the rail, jump into the water, and swim away. And your character has a climbing speed and swimming speed equal to their regular speed of 30'.
You could do all of your movement on the ship using your climbing speed. Climb 10' up the wall, move 5', use 10' to jump the 5' distance to clear the rail, and fall into the water. You would have used 25' of your 'climbing speed.' You now have 5' left to swim using the normal rules of half rate, so you can swim 2.5'. That's your whole movement. Now you can dash using your swimming speed and go 30' more in the water.
If the same character was on the crow's nest and needed to jump 15' to clear the rail from up there, they would need to use the Jump action to land on the water. From their they have their regular move to use their swimming speed.
If you needed to first climb 10' more to the top of the mast, then jump, you world use 10' of climbing speed, your action to jump, then have 20' left of 'climbing speed' movement to swim at half rate and move 10'. Your swimming speed could then be used next turn.
I don't know what they were trying to fix with these changes, but they sure didn't succeed if simplicity was their goal.
The Jump action says it is used when you want to jump more than 5'. But it also says that a jump of 5 feet or under is considered difficult terrain (so double the cost.) The climb speed says you can use it in any situation you could use your regular speed.
So let's say you wanted to climb the 10' walls of the aftcastle on a ship, move 5' to the rail, jump into the water, and swim away. And your character has a climbing speed and swimming speed equal to their regular speed of 30'.
You could do all of your movement on the ship using your climbing speed. Climb 10' up the wall, move 5', use 10' to jump the 5' distance to clear the rail, and fall into the water. You would have used 25' of your 'climbing speed.' You now have 5' left to swim using the normal rules of half rate, so you can swim 2.5'. That's your whole movement. Now you can dash using your swimming speed and go 30' more in the water.
If the same character was on the crow's nest and needed to jump 15' to clear the rail from up there, they would need to use the Jump action to land on the water. From their they have their regular move to use their swimming speed.
If you needed to first climb 10' more to the top of the mast, then jump, you world use 10' of climbing speed, your action to jump, then have 20' left of 'climbing speed' movement to swim at half rate and move 10'. Your swimming speed could then be used next turn.
I don't know what they were trying to fix with these changes, but they sure didn't succeed if simplicity was their goal.
The fix they were trying to do was cleaning up language and rulings. Specifically having different speeds. For example a creature has a 50 foot swim speed and a 10 foot land speed. They swim 30 feet and get onto land how many feet can they move? They want an easier answer of 0 instead of. Well you ahve 10 feet of land speed so 10 feet or 3/5 of 10 feet (6 feet). But still the jump action is only going to be used if you are clearing any kind of distance, and honestly if you were to jump from the mast or the crows nest or any other pretty high up place into the water and not just a simple hop over the railing I personally have no issue with that being an action. Though I do wish athlete or thief could jump as a bonus action (maybe both).
Yeah, I guess that math could be an issue, but those extreme cases are so rare, and this solution isn't much fun. It removes a lot of cinematic, heroic kind of options for everyone in favor of removing some math for a few edge cases. Most characters have all of their speeds equal to their base Speed.
They could have just as easily said to subtract each movement from the next speed you use. So if you have a normal speed of 30' and a flying speed of 50' - You move 20' and jump into the air, subtract the 20 from the 50. That leaves you 30' left to fly. If you fly 10' or more, you have nothing left when you land to walk again. It's not perfectly precise, but it gives you a lot more freedom. These new rules just kind of suck the fun out of everything and still left people confused.
Overall it's not make or break for me. I just won't use this rule, unless they force it by making a lot of other rules depend on it.
I do agree that making jump a bonus action for some classes and feats is a cool idea!
I dunno, seems very limited. So, you run towards the side of the ship and jump into the water, while having swim speed. In 5e, you just move, jump, and swim using the remaining movement - it's all movement. In 1DnD, you run up to the railing, take the jump action, then you're stuck in place because you can't use your speed in water, you need swim speed, which you can only "activate" on your next turn.
Sorry this is wrong. Jump is only an action if you are trying to clear more than 5 feet difference. Jumping in to the water would only be 5 feet so would only use 5 feet of movement. In addition, your normal movement type can be used to climb or swim, it would just cost an extra foot of movement. So in one dnd just like 5e you would run up to the railing, jump in the water and use your remaining movement to swim. If you take the dash action and you have a swim speed taking the dash action would have you change movement types if you want and can now swap to your swim speed if you want.
My bad, I guess you're right. But I concur with Stegodorkus on this one: the fix is just as contrived (if not more) as the problem. So, what if you have a fly speed and want to fly upon a 10ft wall, then walk on it? Do you fly on it and completely stop (to switch to walking mode on your next turn), do you keep walking at half your flying speed, or do you substract the distance you flied from your speed? Frankly, I'd rather keep converting, though even that doesn't really happen to PCs. Switching movement modes like some fantasy transformer feels silly.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
MOVING BETWEEN ATTACKS
If you Move on your turn, you can use some or all of that movement to move between the attacks of this Action if you have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack Action.
So, my Question is...Unless you are a Fighter class you can no longer move, attack, move ? That's a big nerf for non-fighters !
I don't think so...(?)
I think what it means is only - If you take the attack action, and you have more than one attack, you can move in between each of these attacks if you want.
So only clarifying DURING the attack action itself that movement is still also allowed.
No. You are misunderstanding the rules. Page 35 of the doc states:
BREAKING UP YOUR MOVE You can break up your Move, using some of its movement before and after any Action you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an Action, and then go 20 feet.
The text you quoted means that people with multiple attacks do not have to make them consecutively. You can "move between the attacks"; meaning, in 1DD you could normally move between actions, but with features that allow you to make multiple attacks in one action, you can move between those attacks. This is good because martials don't have to waste their remaining attacks because they've killed the enemies adjacent them. Spellcasters can still move, attack, move.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.There is, however, a slight nerf to movement in the One D&D rules. The 2014 Player's Handbook explicitly state that you can use different movement speeds during the same movement:
However, One D&D reverses this rule. Now you can only use one movement speed per move:
Although technically a "nerf", I think this new rule is good for the game and will be easier to play. Mixing different movement speeds gets complicated quickly and the distance you can cover can vary depending on which order you use your different speeds.
I dunno, seems very limited. So, you run towards the side of the ship and jump into the water, while having swim speed. In 5e, you just move, jump, and swim using the remaining movement - it's all movement. In 1DnD, you run up to the railing, take the jump action, then you're stuck in place because you can't use your speed in water, you need swim speed, which you can only "activate" on your next turn.
Sorry this is wrong. Jump is only an action if you are trying to clear more than 5 feet difference. Jumping in to the water would only be 5 feet so would only use 5 feet of movement. In addition, your normal movement type can be used to climb or swim, it would just cost an extra foot of movement. So in one dnd just like 5e you would run up to the railing, jump in the water and use your remaining movement to swim. If you take the dash action and you have a swim speed taking the dash action would have you change movement types if you want and can now swap to your swim speed if you want.
I think Aquilontune is (mostly) right.
The Jump action says it is used when you want to jump more than 5'. But it also says that a jump of 5 feet or under is considered difficult terrain (so double the cost.) The climb speed says you can use it in any situation you could use your regular speed.
So let's say you wanted to climb the 10' walls of the aftcastle on a ship, move 5' to the rail, jump into the water, and swim away. And your character has a climbing speed and swimming speed equal to their regular speed of 30'.
You could do all of your movement on the ship using your climbing speed. Climb 10' up the wall, move 5', use 10' to jump the 5' distance to clear the rail, and fall into the water. You would have used 25' of your 'climbing speed.' You now have 5' left to swim using the normal rules of half rate, so you can swim 2.5'. That's your whole movement. Now you can dash using your swimming speed and go 30' more in the water.
If the same character was on the crow's nest and needed to jump 15' to clear the rail from up there, they would need to use the Jump action to land on the water. From their they have their regular move to use their swimming speed.
If you needed to first climb 10' more to the top of the mast, then jump, you world use 10' of climbing speed, your action to jump, then have 20' left of 'climbing speed' movement to swim at half rate and move 10'. Your swimming speed could then be used next turn.
I don't know what they were trying to fix with these changes, but they sure didn't succeed if simplicity was their goal.
The fix they were trying to do was cleaning up language and rulings. Specifically having different speeds. For example a creature has a 50 foot swim speed and a 10 foot land speed. They swim 30 feet and get onto land how many feet can they move? They want an easier answer of 0 instead of. Well you ahve 10 feet of land speed so 10 feet or 3/5 of 10 feet (6 feet). But still the jump action is only going to be used if you are clearing any kind of distance, and honestly if you were to jump from the mast or the crows nest or any other pretty high up place into the water and not just a simple hop over the railing I personally have no issue with that being an action. Though I do wish athlete or thief could jump as a bonus action (maybe both).
Yeah, I guess that math could be an issue, but those extreme cases are so rare, and this solution isn't much fun. It removes a lot of cinematic, heroic kind of options for everyone in favor of removing some math for a few edge cases. Most characters have all of their speeds equal to their base Speed.
They could have just as easily said to subtract each movement from the next speed you use. So if you have a normal speed of 30' and a flying speed of 50' - You move 20' and jump into the air, subtract the 20 from the 50. That leaves you 30' left to fly. If you fly 10' or more, you have nothing left when you land to walk again. It's not perfectly precise, but it gives you a lot more freedom. These new rules just kind of suck the fun out of everything and still left people confused.
Overall it's not make or break for me. I just won't use this rule, unless they force it by making a lot of other rules depend on it.
I do agree that making jump a bonus action for some classes and feats is a cool idea!
My bad, I guess you're right. But I concur with Stegodorkus on this one: the fix is just as contrived (if not more) as the problem. So, what if you have a fly speed and want to fly upon a 10ft wall, then walk on it? Do you fly on it and completely stop (to switch to walking mode on your next turn), do you keep walking at half your flying speed, or do you substract the distance you flied from your speed? Frankly, I'd rather keep converting, though even that doesn't really happen to PCs. Switching movement modes like some fantasy transformer feels silly.