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wiki:flying [2016/12/14 02:35]
caleymccready [Flying and turning]
wiki:flying [2018/02/01 00:03] (current)
caleymccready [Hover]
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-=======Flying ​rules=======+======= Flying ======= 
 +===[rules]===
 ~~TOC~~ ~~TOC~~
 +\\
 Many creatures on Terra have the capacity to fly. Pyromancers can fly by expelling flames from their hands or feet, and Aeromancers can fly by guiding air currents and navigating them with a glider. There are rules governing movement while flying, which are outlined below Many creatures on Terra have the capacity to fly. Pyromancers can fly by expelling flames from their hands or feet, and Aeromancers can fly by guiding air currents and navigating them with a glider. There are rules governing movement while flying, which are outlined below
  
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 When a creature is flying, they must spend a movement action each round, which keeps them in motion for the entire round. They must move a minimum of 2H, or enter [[flying#​Free Fall]]. Maximum speed is 4H, unless improved by talents or feats. When a creature takes off, they start at a speed of 4H. You can increase your speed by 1H per segment, up to your personal maximum flying speed. You can decrease your speed by up to 3H per segment When a creature is flying, they must spend a movement action each round, which keeps them in motion for the entire round. They must move a minimum of 2H, or enter [[flying#​Free Fall]]. Maximum speed is 4H, unless improved by talents or feats. When a creature takes off, they start at a speed of 4H. You can increase your speed by 1H per segment, up to your personal maximum flying speed. You can decrease your speed by up to 3H per segment
  
-When flying, you have a discrete heading. You can only move into the three hexes "in front" of your character, as determined by your heading. No matter which hex you choose, your heading does not change. You can change your heading by 60°, which costs one hex of movement but does not reduce your speed. After moving at least one hex, you may change your heading again +When flying, you have a discrete heading, which points from your current hex into one of the six surrounding hexes. You can only move into the three hexes "in front" of your character, as determined by your heading. No matter which hex you choose, your heading does not change. You can change your heading by 60°, which costs one hex of movement but does not reduce your speed. After moving ​straight forward ​at least one hex, you may change your heading again 
  
 \\ \\
 ====Hover==== ====Hover====
-Creatures with the ability to hover can choose to slow their flight and enter a hovering state. To do so they must move half their current speed, after which their speed is zero and they are hovering in place. Maintaining a hover in subsequent rounds requires either a swift or a move action. A swift action maintains the hover in place. If a move action is used to maintain the hover, the creature may move 1H (per segment) ​in any direction, even up or down+Creatures with the ability to hover can choose to slow their flight and enter a hovering state. To do so they must move their current speed, after which their speed is reduced to zero and they are hovering in place. Maintaining a hover in subsequent rounds requires either a swift or a move action. A swift action maintains the hover in place. If a move action is used to maintain the hover, the creature may move 1H for three consecutive seconds ​in any direction, even up or down 
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 +\\ 
 +{{ :​wiki:​flying_rules.png?​nolink |Examples of possible movement options when flying}}\\
  
  
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 |8|100 feet|20H|600 feet| |8|100 feet|20H|600 feet|
  
-While in free fall a creature may use any action to attempt to regain control with a Reflex Save DC 20. This is the only action a free falling creature can declare. Creatures can deliberately enter free fall if they wish, doing so gives them [[combat#​advantage]] on rolls to regain control+While in free fall a creature may use any action to attempt to regain control with a Dexterity Check of 20. Creatures can deliberately enter free fall if they wish, doing so gives them [[combat#​advantage]] on rolls to regain control
  
 The following conditions immediately cause a creature to enter freefall: The following conditions immediately cause a creature to enter freefall:
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   * [[conditions#​Staggered]]   * [[conditions#​Staggered]]
   * [[conditions#​Unconscious]]   * [[conditions#​Unconscious]]
 +
 +A creature that is moving at normal speed when knocked into free fall retains their forward momentum while falling. In the first segment of free fall, their forward momentum is fully retained. In each following segment, their forward momentum is reduced by 1H
  
 **Example**\\ **Example**\\
-  * A creature becomes [[conditions#​disoriented]] and enters free fall, immediately falling 20 feet +  * A creature ​flying at 4H becomes [[conditions#​disoriented]] and enters free fall, immediately falling 20 feet, but retaining their forward momentum, also moving forward 4 hexes 
-  * In the next segment, the creature uses a move action to regain control but fails their save and falls an additional 40 feet +  * In the next segment, the creature uses a move action to regain control but fails their check and falls an additional 40 feet down, while moving forward 3 hexes 
-  * In the next segment, the creature uses a swift action to regain control and makes their save, flying normally in that segment+  * In the next segment, the creature uses a swift action to regain control and makes their check, flying normally in that segment
  
  
wiki/flying.1481700959.txt.gz · Last modified: 2016/12/14 02:35 by caleymccready