I’m implementing a Qix clone game and I do not have any problems with implementation but rather with possible scenario.
Is this a valid scenario for this game and if yes how exactly should gameplay go in this case?
Black – Filled, Red – Current Player’s Path, Blue – Player
If this is a possible scenario, then after completing the path player will end up with two diagonally adjacent rectangles.
After that player can start moving from the bottom of the top rectangle to the right.
In this case it should be immediately considered as a complete path and fill 1×1 square or player can create a path adjacent to the top of the bottom rectangle?
When you get the Extra Attack action, you can break up your movement and attack different targets at varying distances from your starting point.
Does the same apply with TWF? As in, can I approach my first target, use my attack action, then move, and use my bonus action to attack a different target?
From PHB 195:
“When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand.”
The key seems to be how to interpret “when:” either “immediately after” or “whenever (during your turn).”
Here are the rules on underwater movement:
While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed.
I have a question related to the highlighted passage: if a creature has a swimming speed, but chooses not to use it, would their movement be penalized as per the above rules, or would they get the same benefit [no speed reduction] that creatures using their swimming speed have?
One case where this would be useful is if a character has a walking speed of 50 feet and a swim speed of 30 feet. Since the character has a swim speed, can it use its walking speed to move faster (since it no longer has to spend extra movement)?
Our group has recently started a campaign and we’ve decided to go gridless for the first time. It has been going really well but one issue that has popped up has been how we handle characters that are designed with maneuverability as a core feature set of their class. It seems that simply tracking players intent puts their class at a disadvantage.
How can I honor small differences in speed in a game where distance is not so precisely measured?
In the following example, what is the spellcaster’s fly speed?
- A character with the Sentinel feat, successfully makes an Opportunity Attack against a spellcaster creature.
- The spellcaster in turn, casts the fly spell on themselves. Gaining a fly speed of 60. A new type of movement for the creature.
When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
From my understanding, there isn’t a so called "stack" like there is in Magic: the Gathering. The effect from Sentinel is very specific. It doesn’t matter if the creature gains a new type of speed after the sentinel effect has been applied. All of its speeds are 0 for the rest of the turn.
I’m a Fighter and I want to slow down an enemy. I have one weapon in each hand, so grappling isn’t an option.
Can I somehow reduce a nearby enemy’s movement to half its normal value — or even less — without grappling them?
The Tortle’s Natural Armor ability says:
Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.
The Monk’s Unarmored Movement ability says:
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
The comments on this answer to a related question briefly mention the interaction between Natural Armor and Unarmored Movement, but nothing conclusive is discussed.
It is not clear if Natural Armor counts as worn, or even as armor, for the purposes of the Monk’s Unarmored Movement Ability.
Does a Tortle’s Natural Armor interfere with the Monk’s Unarmored Movement ability?
I looked in the core book but I couldn’t find it. The index points to page 92 but I don’t see what the actual MPH is. I get that CoD is not necessarily a stats-heavy game but I’d like something to go off of if some moves at 4, someone else moves at 4×4 or 10×4.
I am working on a 2-D snake game in C++ with the SFML library. I would like to smooth out the movement of my snake as it looks extremely choppy currently.
How the Snake moves
The snake is made up of a list of parts. If I want to move the snake, I simply remove one part from the back (
.pop_back()) and then add a new part in the front accrding to the velocity. This works perfectly. The speed of the snake must be the same as the distance between the parts. So if the distance is 15, the will be 15. But a speed of 15 is extremely high, so I need to only update the snake every few frames or use
sf::Sleep(). Since the snake moves such a high distance every frame, the movement doesn’t look smooth at all. And since the speed must be equal to the distance between the parts, reducing the speed doesn’t work too. How can I come about tackling this?
i read this quesion about legendary actions do not trigger effects from spells that happen at the beginning of the monster turn, but since I’m playing in curse of strahd, i wondered: does strahd von zarovich, that can do legendary action and move out of its turn, can run (as a legendary action) in the sunlight with no damage ? since the sunlight do damage only when he start his turn in the area of effect (and not like moonbeam spell when he go inside it).