Move (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

When you move, you can traverse a distance up to your speed. For example, if you have a speed of 30 feet, you can travel up to 30 feet when you move.

As a protag, you start with a speed of 30 feet. Your lineage, class, or other features might increase or decrease your speed from this baseline.

Splitting your Move

During your turn, you can split up your move distance before and after any action or bonus action. For example with a speed of 30 feet, you could walk 20 feet, take an action, then walk 10 more feet.

Slow and Fast

Sometimes terrain or other effects will cause you to be Slow or Fast.

While you are Slowed or "Slow", you move at half your normal speed. For example if you have a speed of 30 feet but are Slowed, you can only travel up to 15 feet. If multiple effects cause you to be Slowed, you still move at half speed, not any less.

By contrast when you're Fast, you move at double your normal speed. For example if you have a speed of 30 feet but are Fast, you can travel up to 60 feet. If multiple effects cause you to be Fast, you still move at double speed, not more.

It is possible for part of your move to be affected and another part to not be. As an example if you move through a 5-foot square of difficult terrain, moving through that 5-foot square costs you 10 feet of your speed, but you have 20 feet of speed left that might not be Slowed.

Moving Around Other Creatures

During your move, you can pass through the space of an ally, an Incapacitated creature, a Tiny creature, or any creature that is two sizes larger or smaller than you.

You are Slowed while moving through another creature’s space, unless that creature is Tiny or your ally. You can’t purposefully end your move in a space occupied by another creature.

Dropping Prone

As part of your move, if your speed hasn’t been reduced to 0, you can drop Prone. To recover from being Prone, you can either expend half your speed to stand up, or use your Help action to help yourself up.

While you remain Prone, you are also Slowed.

Climbing and Swimming

You can climb or swim as part of your move, but while doing so you are Slowed.

While climbing or swimming under difficult circumstances, your narrator might call for a Strength save to make progress for the turn. On a failed save, your speed is reduced to 0 until the start of your next turn.

Some creatures have a swim speed. If the creatures starts its turn in water or uses the Dash action, a creature can use this speed instead of its walking speed, and it isn’t Slowed by swimming. If an effect changes your "speed," it also changes your swim speed if you have one.

Some creatures have a "climber" trait listed in their stat block. Such creatures aren't Slowed by climbing.

Flying

If you have a fly speed, you can use this instead of your walk speed to fly through the air. You can stay aloft until you land or fall.

It costs speed to ascend or descend. Your ascent is Slow, and your descent is Fast. In other words, every 10 feet you ascend costs 20 feet of your speed, and every 10 feet you descend costs 5 feet of your speed.

While you are airborne due only to your fly speed, you begin Falling if you become Incapacitated, are knocked Prone, or have your speed reduced to 0.

If an effect changes your "speed," it also changes your fly speed if you have one.

Gliding. Some effects grant you a glide speed. A glide speed functions as a fly speed, but you can't use the speed to ascend, and you still descend 5 feet at the end of each of your turns.

Labored Flight. Some effects grant you limited flight, best representing a creature whose arms are also its wings: "As an action, you gain a fly speed of 50 feet until the start of your next turn. If you start a turn while airborne without a fly speed, you must immediately use this action or Fall."

Low Flight. Some effects grant you a feature like the following: "You have a fly speed of 30 feet, but it doesn't function above an altitude of 10 feet."

Teleportation

A spell or other magic effect might enable you to teleport. When you teleport, you instantly disappear from your current location and reappear at your destination instantly. Nothing between the starting and ending points can block or impede your ability to teleport.

If a creature or object blocks the destination, you instead teleport to the nearest open space.

Teleporting doesn't depend on your speed, and doesn't use up your move unless a feature says otherwise. Teleporting doesn't trigger any reaction that is normally triggered by movement.

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