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====How Far Can Your Character Move?====
 
====How Far Can Your Character Move?====
  
Your speed is determined by your race and your encumbrance. Your speed while unarmored is your base land speed.
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Your speed is determined by your race and your armor (see Table: Tactical Speed). Your speed while unarmored is your base land speed.
  
 
=====Encumbrance=====
 
=====Encumbrance=====
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=====Movement in Combat=====
 
=====Movement in Combat=====
  
Generally, you can move your speed in a [[Yagura:SRD:Round|round]] and still do something (take a [[Yagura:SRD:Move Actions|move action]] and a [[Yagura:SRD:Standard Actions|standard action]]).
+
Generally, you can move your speed in a [[SRD:Round|round]] and still do something (take a [[SRD:Move Actions|move action]] and a [[SRD:Standard Actions|standard action]]).
  
If you do nothing but move (that is, if you use both of your actions in a [[Yagura:SRD:Round|round]] to move your speed), you can move double your speed.
+
If you do nothing but move (that is, if you use both of your actions in a [[SRD:Round|round]] to move your speed), you can move double your speed.
  
If you spend the entire [[Yagura:SRD:Round|round]] running, you can move quadruple your speed. If you do something that requires a full [[Yagura:SRD:Round|round]] you can only take a [[Yagura:SRD:5-Foot Step|5-foot step]].
+
If you spend the entire [[SRD:Round|round]] running, you can move quadruple your speed. If you do something that requires a full [[SRD:Round|round]] you can only take a [[SRD:5-Foot Step|5-foot step]].
  
 
=====Bonuses to Speed=====
 
=====Bonuses to Speed=====
  
Some class abilities, many spells, and many magic items can affect a character’s speed. Always apply any modifiers to a character’s speed before adjusting the character’s speed based on encumbrance, and remember that multiple bonuses of the same type to a character’s speed don’t stack.
+
A [[SRD:Barbarian|barbarian]] has a +10 foot bonus to his speed (unless he’s wearing heavy armor). Experienced [[SRD:Monk|monk]]s also have higher speed (unless they’re wearing armor of any sort). In addition, many spells and magic items can affect a character’s speed. Always apply any modifiers to a character’s speed before adjusting the character’s speed based on armor or encumbrance, and remember that multiple bonuses of the same type to a character’s speed don’t stack.
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{| class="wikitable"
 +
|+
 +
{{Anchor|Table: Tactical Speed}}
 +
|-
 +
! align="left" | Race !! No Armor or Light Armor !! Medium or Heavy Armor
 +
|-
 +
|align="left" | [[SRD:Humans (Race)|Human]], [[SRD:Elves (Race)|elf]], [[SRD:Half-Elves (Race)|half-elf]], [[SRD:Half-Orcs (Race)|half-orc]] ||30 ft.(6 squares) ||20 ft.(4 squares)
 +
|-
 +
|align="left" | [[SRD:Dwarves (Race)|Dwarf]] ||20 ft.(4 squares) ||20 ft.(4 squares)
 +
|-
 +
|align="left" | [[SRD:Halflings (Race)|Halfling]], [[SRD:Gnomes (Race)|gnome]] ||20 ft.(4 squares) ||15 ft.(3 squares)
 +
|}
  
 
====Measuring Distance====
 
====Measuring Distance====
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=====Diagonals=====
 
=====Diagonals=====
  
When measuring distance, the first diagonal counts as 1 square (5 ft.), the second counts as 2 squares (10 ft.), the third counts as 1, the fourth as 2, and so on.
+
When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on.
  
You can’t move diagonally past a corner (even by taking a [[Yagura:SRD:5-Foot Step|5-foot step]]). You can move diagonally past a creature, even an opponent.
+
You can’t move diagonally past a corner (even by taking a [[SRD:5-Foot Step|5-foot step]]). You can move diagonally past a creature, even an opponent.
  
 
You can also move diagonally past other impassable obstacles, such as pits.
 
You can also move diagonally past other impassable obstacles, such as pits.
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=====Friend=====
 
=====Friend=====
  
You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn’t provide you with [[Yagura:SRD:Cover|cover]].
+
You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn’t provide you with [[SRD:Cover|cover]].
  
 
=====Opponent=====
 
=====Opponent=====
  
You can’t move through a square occupied by an opponent, unless the opponent is [[Yagura:SRD:Helpless|helpless]]. You can move through a square occupied by a [[Yagura:SRD:Helpless|helpless]] opponent without penalty. (Some creatures, particularly very large ones, may present an obstacle even when [[Yagura:SRD:Helpless|helpless]]. In such cases, each square you move through counts as 2 squares.)
+
You can’t move through a square occupied by an opponent, unless the opponent is [[SRD:Helpless|helpless]]. You can move through a square occupied by a [[SRD:Helpless|helpless]] opponent without penalty. (Some creatures, particularly very large ones, may present an obstacle even when [[SRD:Helpless|helpless]]. In such cases, each square you move through counts as 2 squares.)
  
 
=====Ending Your Movement=====
 
=====Ending Your Movement=====
  
You can’t end your movement in the same square as another creature unless it is [[Yagura:SRD:Helpless|helpless]] or you and the other creature are vastly different in size.
+
You can’t end your movement in the same square as another creature unless it is [[SRD:Helpless|helpless]].
 +
 
 +
=====Overrun=====
 +
 
 +
During your movement you can attempt to move through a square occupied by an opponent.
  
 
=====Tumbling=====
 
=====Tumbling=====
  
A trained character can attempt to tumble through a square occupied by an opponent (see the [[Yagura:SRD:Tumble Skill|Tumble]] skill).
+
A trained character can attempt to tumble through a square occupied by an opponent (see the [[SRD:Tumble Skill|Tumble]] skill).
 +
 
 +
=====Very Small Creature=====
 +
 
 +
A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes [[SRD:Attack of Opportunity|attacks of opportunity]] when doing so.
  
 
=====Square Occupied by Creature Three Sizes Larger or Smaller=====
 
=====Square Occupied by Creature Three Sizes Larger or Smaller=====
  
Any creature can move through a square occupied by a creature three [[Yagura:SRD:Size Category|size categories]] larger than it is.
+
Any creature can move through a square occupied by a creature three [[SRD:Size Category|size categories]] larger than it is.
  
A big creature can move through a square occupied by a creature three [[Yagura:SRD:Size Category|size categories]] smaller than it is.
+
A big creature can move through a square occupied by a creature three [[SRD:Size Category|size categories]] smaller than it is.
  
 
=====Designated Exceptions=====
 
=====Designated Exceptions=====
  
Some creatures break the above rules. A creature that completely fills the squares it occupies cannot be moved past, even with the [[Yagura:SRD:Tumble Skill|Tumble]] skill or similar special abilities.
+
Some creatures break the above rules. A creature that completely fills the squares it occupies cannot be moved past, even with the [[SRD:Tumble Skill|Tumble]] skill or similar special abilities.
  
 
====Terrain and Obstacles====
 
====Terrain and Obstacles====
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=====Difficult Terrain=====
 
=====Difficult Terrain=====
  
Difficult terrain hampers movement. Each square of difficult terrain counts as 2 squares of movement. (Each diagonal move into a difficult terrain square counts as 3 squares.) You can’t [[Yagura:SRD:Run|run]] or [[Yagura:SRD:Charge|charge]] across difficult terrain.
+
Difficult terrain hampers movement. Each square of difficult terrain counts as 2 squares of movement. (Each diagonal move into a difficult terrain square counts as 3 squares.) You can’t [[SRD:Run|run]] or [[SRD:Charge|charge]] across difficult terrain.
  
 
If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow.
 
If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow.
  
Flying and [[Yagura:SRD:Incorporeal|incorporeal]] creatures are not hampered by difficult terrain.
+
Flying and [[SRD:Incorporeal|incorporeal]] creatures are not hampered by difficult terrain.
  
 
=====Obstacles=====
 
=====Obstacles=====
  
Like difficult terrain, obstacles can hamper movement. If an obstacle hampers movement but doesn’t completely block it each obstructed square or obstacle between squares counts as 2 squares of movement. You must pay this cost to cross the barrier, in addition to the cost to move into the square on the other side. If you don’t have sufficient movement to cross the barrier and move into the square on the other side, you can’t cross the barrier. Some obstacles may also require a [[Yagura:SRD:Skill Check|skill check]] to cross.
+
Like difficult terrain, obstacles can hamper movement. If an obstacle hampers movement but doesn’t completely block it each obstructed square or obstacle between squares counts as 2 squares of movement. You must pay this cost to cross the barrier, in addition to the cost to move into the square on the other side. If you don’t have sufficient movement to cross the barrier and move into the square on the other side, you can’t cross the barrier. Some obstacles may also require a [[SRD:Skill Check|skill check]] to cross.
  
 
On the other hand, some obstacles block movement entirely. A character can’t move through a blocking obstacle.
 
On the other hand, some obstacles block movement entirely. A character can’t move through a blocking obstacle.
  
Flying and [[Yagura:SRD:Incorporeal|incorporeal]] creatures can avoid most obstacles
+
Flying and [[SRD:Incorporeal|incorporeal]] creatures can avoid most obstacles
  
 
=====Squeezing=====
 
=====Squeezing=====
  
In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a –4 penalty on [[Yagura:SRD:Attack Roll|attack rolls]] and a –4 penalty to [[Yagura:SRD:AC|AC]].
+
In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a –4 penalty on [[SRD:Attack Roll|attack rolls]] and a –4 penalty to [[SRD:AC|AC]].
  
 
When a Large creature (which normally takes up four squares) squeezes into a space that’s one square wide, the creature’s miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into.
 
When a Large creature (which normally takes up four squares) squeezes into a space that’s one square wide, the creature’s miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into.
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A creature can squeeze past an opponent while moving but it can’t end its movement in an occupied square.
 
A creature can squeeze past an opponent while moving but it can’t end its movement in an occupied square.
  
To squeeze through or into a space less than half your space’s width, you must use the [[Yagura:SRD:Escape Artist Skill|Escape Artist]] skill. You can’t attack while using [[Yagura:SRD:Escape Artist Skill|Escape Artist]] to squeeze through or into a narrow space, you take a –4 penalty to [[Yagura:SRD:AC|AC]], and you lose any [[Yagura:SRD:Dexterity|Dexterity]] bonus to [[Yagura:SRD:AC|AC]].
+
To squeeze through or into a space less than half your space’s width, you must use the [[SRD:Escape Artist Skill|Escape Artist]] skill. You can’t attack while using [[SRD:Escape Artist Skill|Escape Artist]] to squeeze through or into a narrow space, you take a –4 penalty to [[SRD:AC|AC]], and you lose any [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]].
  
 
====Special Movement Rules====
 
====Special Movement Rules====
  
These rules cover special movement situations.
+
These rules [[SRD:Cover|cover]] special movement situations.
  
 
=====Accidentally Ending Movement in an Illegal Space=====
 
=====Accidentally Ending Movement in an Illegal Space=====
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=====Minimum Movement=====
 
=====Minimum Movement=====
  
Despite penalties to movement, you can take a [[Yagura:SRD:Full-Round Actions|full-round action]] to move 5 feet (1 square) in any direction, even diagonally. (This rule doesn’t allow you to move through impassable terrain or to move when all movement is prohibited.) Such movement provokes [[Yagura:SRD:Attack of Opportunity|attacks of opportunity]] as normal (despite the distance covered, this move isn’t a [[Yagura:SRD:5-Foot Step|5-foot step]]).
+
Despite penalties to movement, you can take a [[SRD:Full-Round Actions|full-round action]] to move 5 feet (1 square) in any direction, even diagonally. (This rule doesn’t allow you to move through impassable terrain or to move when all movement is prohibited.) Such movement provokes [[SRD:Attack of Opportunity|attacks of opportunity]] as normal (despite the distance covered, this move isn’t a [[SRD:5-Foot Step|5-foot step]]).
  
 
====Movement Modes====
 
====Movement Modes====
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=====Burrow=====
 
=====Burrow=====
  
A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot [[Yagura:SRD:Charge|charge]] or [[Yagura:SRD:Full-Round Actions#Run|run]] while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing); see the individual creature descriptions for details.
+
A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot [[SRD:Charge|charge]] or [[SRD:Full-Round Actions#Run|run]] while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing); see the individual creature descriptions for details.
  
=====[[Yagura:SRD:Climb Skill|Climb]]=====
+
=====[[SRD:Climb Skill|Climb]]=====
  
A creature with a climb speed has a +8 racial bonus on all [[Climb]] checks. The creature must make a [[Climb]] check to climb any wall or slope with a [[Yagura:SRD:DC|DC]] of more than 0, but it always can choose to take 10 even if rushed or threatened while climbing. The creature climbs at the given speed while climbing. If it chooses an accelerated climb it moves at double the given climb speed (or its base land speed, whichever is lower) and makes a single [[Climb]] check at a –5 penalty. Creatures cannot [[Yagura:SRD:Full-Round Actions#Run|run]] while climbing. A creature retains its [[Yagura:SRD:Dexterity|Dexterity]] bonus to [[Yagura:SRD:Armor Class|Armor Class]] (if any) while climbing, and opponents get no special bonus on their attacks against a climbing creature.
+
A creature with a climb speed has a +8 racial bonus on all [[Climb]] checks. The creature must make a [[Climb]] check to climb any wall or slope with a [[SRD:DC|DC]] of more than 0, but it always can choose to take 10 even if rushed or threatened while climbing. The creature climbs at the given speed while climbing. If it chooses an accelerated climb it moves at double the given climb speed (or its base land speed, whichever is lower) and makes a single [[Climb]] check at a –5 penalty. Creatures cannot [[SRD:Full-Round Actions#Run|run]] while climbing. A creature retains its [[SRD:Dexterity|Dexterity]] bonus to [[SRD:Armor Class|Armor Class]] (if any) while climbing, and opponents get no special bonus on their attacks against a climbing creature.
  
 
=====Fly=====
 
=====Fly=====
  
:''see also'' [[Yagura:SRD:Fly]]
+
:''see also'' [[SRD:Fly]]
  
 
A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load. (Note that medium armor does not necessarily constitute a medium load.) All fly speeds include a parenthetical note indicating maneuverability, as follows:
 
A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load. (Note that medium armor does not necessarily constitute a medium load.) All fly speeds include a parenthetical note indicating maneuverability, as follows:
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* Clumsy: The creature can barely maneuver at all.
 
* Clumsy: The creature can barely maneuver at all.
  
A creature that flies can make dive attacks. A dive attack works just like a [[Yagura:SRD:Charge|charge]], but the diving creature must move a minimum of 30 feet and descend at least 10 feet. It can make only claw or talon attacks, but these deal double damage. A creature can use the [[Yagura:SRD:Full-Round Actions#Run|run]] action while flying, provided it flies in a straight line.
+
A creature that flies can make dive attacks. A dive attack works just like a [[SRD:Charge|charge]], but the diving creature must move a minimum of 30 feet and descend at least 10 feet. It can make only claw or talon attacks, but these deal double damage. A creature can use the [[SRD:Full-Round Actions#Run|run]] action while flying, provided it flies in a straight line.
  
=====[[Yagura:SRD:Swim Skill|Swim]]=====
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=====[[SRD:Swim Skill|Swim]]=====
  
A creature with a swim speed can move through water at its swim speed without making [[Swim]] checks. It has a +8 racial bonus on any [[Swim]] check to perform some special action or avoid a hazard. The creature can always can choose to take 10 on a [[Swim]] check, even if distracted or endangered. The creature can use the [[Yagura:SRD:Full-Round Actions#Run|run]] action while swimming, provided it swims in a straight line.
+
A creature with a swim speed can move through water at its swim speed without making [[Swim]] checks. It has a +8 racial bonus on any [[Swim]] check to perform some special action or avoid a hazard. The creature can always can choose to take 10 on a [[Swim]] check, even if distracted or endangered. The creature can use the [[SRD:Full-Round Actions#Run|run]] action while swimming, provided it swims in a straight line.
  
===Big and Little Creatures in Combat=== <!-- http://www.dnd-wiki.org/wiki/User:Tarkisflux/Rants/Revised_Creature_Scaling -->
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===Big and Little Creatures in Combat===
  
Creatures smaller or larger than Medium have special rules relating to position.  
+
Creatures smaller than Small or larger than Medium have special rules relating to position.  
  
====Tiny, Diminutive, and Fine Creatures====
+
=====Tiny, Diminutive, and Fine Creatures=====
  
Creatures smaller than Medium take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 1-1/4 feet across, so sixteen can fit into a single square. Fifty-six Diminutive creatures or 225 Fine creatures can fit into a single square. Creatures typically have a reach equal to the space they occupy, meaning Tiny or smaller creatures can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. This provokes an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking [[Yagura:SRD:Attack of Opportunity|attacks of opportunity]]. They also can’t flank an enemy.
+
Very small creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. Twenty-five Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. This provokes an [[SRD:Attack of Opportunity|attack of opportunity]] from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking [[SRD:Attack of Opportunity|attacks of opportunity]]. They also can’t flank an enemy.
  
====Small Creatures====
+
=====Large, Huge, Gargantuan, and Colossal Creatures=====
 
 
Though Small creatures take up one quarter of a square (2-1/2 feet) and 4 Small creatures can fit within a square, Small creatures treat reach somewhat differently than Tiny and smaller creatures. A Small creature's reach being 2-1/2 feet is just enough to function virtually the same as a 5 foot reach as long as the Small creature occupies a square alone. If more than one Small creature occupies a square it forces the Small creatures to occupy a set quadrant of the square, pushing each other to the edges. A Small creature does not have adequate reach to strike an opponent in an adjacent square unless the quadrant of the square they occupy is adjacent. Therefore two halflings could occupy a single square and do battle with a human in an adjacent square, but if a third halfling were to occupy the square with the other two, that third halfling could not strike the human without using a reach weapon. Reach weapons in the hands of Small creatures grant 5 foot reach. A warband of kobolds are likely to carry spears, allowing 4 of them to attack a larger foe from the same square.
 
 
 
====Large, Huge, Gargantuan, and Colossal Creatures====
 
  
 
Very large creatures take up more than 1 square.
 
Very large creatures take up more than 1 square.
  
Creatures typically have a reach equal to the space they occupy, meaning that creatures that take up more than one square typically have a reach equal to the breadth of the space they occupy.
+
Creatures that take up more than 1 square typically have a natural reach of 10 feet or more, meaning that they can reach targets even if they aren’t in adjacent squares.
  
A creature with greater than normal natural reach usually gets an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] against you if you approach it, because you must enter and move within the range of its reach before you can attack it.
+
Unlike when someone uses a reach weapon, a creature with greater than normal natural reach (more than 5 feet) still threatens squares adjacent to it. A creature with greater than normal natural reach usually gets an [[SRD:Attack of Opportunity|attack of opportunity]] against you if you approach it, because you must enter and move within the range of its reach before you can attack it. (This [[SRD:Attack of Opportunity|attack of opportunity]] is not provoked if you take a [[SRD:5-Foot Step|5-foot step]].)
  
Large or larger creatures using reach weapons can strike up to double their natural reach.
+
Large or larger creatures using reach weapons can strike up to double their natural reach but can’t strike at their natural reach or less.
  
=====Size Table=====
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|+ {{Anchor|Table: Creature Size and Scale}}
 
|+ {{Anchor|Table: Creature Size and Scale}}
 
|-
 
|-
 
! class="left" rowspan="2" | Size<br />Category
 
! class="left" rowspan="2" | Size<br />Category
! rowspan="2" | [[Yagura:SRD:Stealth Skill|Stealth]]<br />Modifier
+
! rowspan="2" | Attack and<br />AC Modifier
 +
! rowspan="2" | Special Attacks<br />Modifier<sup>1</sup>
 +
! rowspan="2" | [[SRD:Hide Skill|Hide]]<br />Modifier
 
! rowspan="2" | Height or<br />Length<sup>2</sup>
 
! rowspan="2" | Height or<br />Length<sup>2</sup>
 
! rowspan="2" | Weight<sup>3</sup>
 
! rowspan="2" | Weight<sup>3</sup>
 
! rowspan="2" | Space<sup>4</sup>
 
! rowspan="2" | Space<sup>4</sup>
 
! colspan="2" | Natural Reach<sup>4</sup>
 
! colspan="2" | Natural Reach<sup>4</sup>
! colspan="2" | [[Yagura:SRD:Carrying Capacity|Carrying Capacity]] Mulitplier
+
! colspan="2" | [[SRD:Carrying Capacity|Carrying Capacity]] Mulitplier
 
|-
 
|-
 
! Tall
 
! Tall
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! Quadruped
 
! Quadruped
 
|-
 
|-
|class="left" | Fine || +16 || 6 in. or less || 1/8 lb. or less || 4 in. || 4 in. || 2 in. || ×1/16 || ×1/8
+
|class="left" | Fine || +8 || &minus;16 || +16 || 6 in. or less || 1/8 lb. or less || 1/2 ft. || 0 ft. || 0 ft. || ×1/8 || ×1/4
 
|-  
 
|-  
|class="left" | Diminutive || +12 || 6 in.&ndash;1 ft. || 1/8 lb.&ndash;1 lb. || 8 in. || 8 in. || 4 in. || ×1/8 || ×3/16
+
|class="left" | Diminutive || +4 || &minus;12 || +12 || 6 in.&ndash;1 ft. || 1/8 lb.&ndash;1 lb. || 1 ft. || 0 ft. || 0 ft. || ×1/4 || ×1/2
 
|-
 
|-
|class="left" | Tiny || +8 || 1 ft.&ndash;2 ft. || 1 lb.&ndash;8 lb. || 1-1/4 ft. || 1-1/4 ft. || 8 in. || ×1/4 || ×3/8
+
|class="left" | Tiny || +2 || &minus;8 || +8 || 1 ft.&ndash;2 ft. || 1 lb.&ndash;8 lb. || 2-1/2 ft. || 0 ft. || 0 ft. || ×1/2 || ×3/4
 
|-  
 
|-  
|class="left" | Small || +4 || 2 ft.&ndash;4 ft. || 8 lb.&ndash;60 lb. || 2-1/2 ft. || 2-1/2 ft. || 1-1/4 ft. || ×1/2 || ×3/4
+
|class="left" | Small || +1 || &minus;4 || +4 || 2 ft.&ndash;4 ft. || 8 lb.&ndash;60 lb. || 5 ft. || 5 ft. || 5 ft. || ×3/4 || ×1
 
|-
 
|-
|class="left" | Medium || +0 || 4 ft.&ndash;8 ft. || 60 lb.&ndash;500 lb. || 5 ft. || 5 ft. || 5 ft. || ×1 || ×1-1/2
+
|class="left" | Medium || +0 || +0 || +0 || 4 ft.&ndash;8 ft. || 60 lb.&ndash;500 lb. || 5 ft. || 5 ft. || 5 ft. || ×1 || ×1-1/2
 
|-  
 
|-  
|class="left" | Large || &minus;4 || 8 ft.&ndash;16 ft. || 500 lb.&ndash;2 tons || 10 ft. || 10 ft. || 5 ft. || ×2 || ×3
+
|class="left" | Large || &minus;1 || +4 || &minus;4 || 8 ft.&ndash;16 ft. || 500 lb.&ndash;2 tons || 10 ft. || 10 ft. || 5 ft. || ×2 || ×3
 
|-
 
|-
|class="left" | Huge || &minus;8 || 16 ft.&ndash;32 ft. || 2 tons&ndash;16 tons || 15 ft. || 15 ft. || 10 ft. || ×4 || ×6
+
|class="left" | Huge || &minus;2 || +8 || &minus;8 || 16 ft.&ndash;32 ft. || 2 tons&ndash;16 tons || 15 ft. || 15 ft. || 10 ft. || ×4 || ×6
 
|-  
 
|-  
|class="left" | Gargantuan || &minus;12 || 32 ft.&ndash;64 ft. || 16 tons&ndash;125 tons || 20 ft. || 20 ft. || 15 ft. || ×8 || ×12
+
|class="left" | Gargantuan || &minus;4 || +12 || &minus;12 || 32 ft.&ndash;64 ft. || 16 tons&ndash;125 tons || 20 ft. || 20 ft. || 15 ft. || ×8 || ×12
 
|-
 
|-
|class="left" | Colossal || &minus;16 || 64 ft. or more || 125 tons or more || 30 ft. || 30 ft. || 20 ft. || ×16 || ×24
+
|class="left" | Colossal || &minus;8 || +16 || &minus;16 || 64 ft. or more || 125 tons or more || 30 ft. || 30 ft. || 20 ft. || ×16 || ×24
 
|-
 
|-
 
| colspan="11" class="foot" |
 
| colspan="11" class="foot" |
# This modifier applies to the [[Yagura:SRD:Bull Rush|bull rush]], [[Yagura:SRD:Grapple|grapple]], [[Yagura:SRD:Overrun|overrun]], and [[Yagura:SRD:Trip|trip]] special attacks.
+
# This modifier applies to the [[SRD:Bull Rush|bull rush]], [[SRD:Grapple|grapple]], [[SRD:Overrun|overrun]], and [[SRD:Trip|trip]] special attacks.
 
# Biped's height, quadruped's body length (nose to base of tail)
 
# Biped's height, quadruped's body length (nose to base of tail)
 
# Assumes that the creature is roughly as dense as a regular animal. A creature made of stone will weigh considerably more. A gaseous creature will weigh much less.
 
# Assumes that the creature is roughly as dense as a regular animal. A creature made of stone will weigh considerably more. A gaseous creature will weigh much less.
 
# These values are typical for creatures of the indicated size. Some exceptions exist.
 
# These values are typical for creatures of the indicated size. Some exceptions exist.
|}
 
 
====Scaling Modifiers====
 
Whether a human attacks a gnoll or a giant attacks a wyvern, fights without a size discrepancy are generally the same. Combat between foes of different sizes introduces new modifiers depending on the difference in size.
 
 
=====Being Smaller=====
 
Being smaller doesn't just affect your reach. If the difference in size is two or more sizes, the smaller creature's reach does not effectively threaten the larger foe (meaning no attacks can be made even if the larger creature is within the smaller creature's natural reach). A reach weapon does allow a creature to threaten a foe two sizes larger, but not three sizes larger. If a creature is too small to threaten an adjacent foe, the creature has to move into the foe's space to make melee attacks.
 
 
Being much smaller than a foe also prevents a creature from attacking enough of the foe's body to incapacitate the larger creature merely by dealing hit point damage. If a creature is three sizes smaller than an opponent, attacks are limited to limb damage only.
 
 
======Limb Damage======
 
Limb damage taken by the larger creature is nonlethal damage that does not contribute toward the total lethal or nonlethal damage a creature takes. Every creature has 6 Limb Locations, regardless of the structure of the creature (though it may be easier to conceive of the limb locations as coordinating to the head, torso, arms, and legs for humanoid-shaped creatures, feel free to describe it however you like). A single attack made by a smaller foe deals full and equal damage to three limb locations if the attacker is three sizes smaller, 2 limb locations if the attacker is four sizes smaller, or 1 limb location if the attacker is five sizes smaller.
 
 
A creature's total lethal and nonlethal damage are added to the limb damage at each limb location. If this total exceeds the creature's total hit points, the limb location is disabled, imposing a -1 penalty to all d20 rolls made by the creature. If all 6 limb locations are disabled, further damage is no longer limb damage.
 
 
A smaller attacker can deal normal damage by targeting vital areas, but this is generally difficult. Attackers three or more sizes smaller than their foe can attempt to grapple the larger foe and move to a vital area with an appropriate movement (be it swim, climb, flight, etc). Attacking a vital area is done as though the attacker were two sizes larger when calculating the attack modifier, the damage modifier, and the way limb damage is dealt.
 
 
For example, a Diminutive bat attacks a Medium human commoner. The bat is 3 sizes smaller than the commoner, so the bat moves into the commoner's space, provoking an opportunity attack. The bat then bites, getting +4 to hit and -4 damage, dealing a total of 1 damage. Because the bat is 3 sizes smaller, this deals 1 limb damage to 3 of the commoner's 6 limb locations. If the bat successfully deals another 9 limb damage, 3 of the commoner's limb locations become disabled, imposing a -3 penalty to most rolls. If the bat somehow manages to keep attacking the commoner until all limb locations are disabled, the bat's next attacks deal lethal damage to the commoner.
 
 
=====Being Larger=====
 
 
Creatures 3 or more sizes larger than their foes gain special abilities when attacking the smaller creatures. When attacking a creature three or more sizes smaller, the attacker is treated as having the Improved Grab feat, and can throw a grabbed creature as an improvised range weapon with a range increment equal to the thrower's natural reach. When attacking a creature four or more sizes smaller, the attacker is treated as also having the Improved Trample feat, and the range increment for thrown creatures is two times the thrower's natural reach. When attacking a creature five or more sizes smaller, the attacker is treated as also having the Swallow Whole feat, and the range increment for thrown creatures is four times the thrower's natural reach.
 
 
Also, all melee and ranged attacks made against creatures four sizes smaller are considered touch attacks.
 
 
=====Scaling Combat Bonuses Table=====
 
{| class="wikitable" style="text-align:left" cellspacing="0" cellpadding="0"
 
|+
 
|-
 
! Attacker Is !! Attack<br>Modifier !! Damage<br>Modifier<sup>1, 2</sup> !! Special Attack<br>Modifier<sup>3</sup> !! Move<br>Into<br>Space? !! Limb<br>Damage<br>Only? !! Attacks<br>Are Touch? !! Throw<br>Range Inc. !! Special<br>Abilities
 
|-
 
| Five sizes smaller || +16 || -16<sup> 4</sup> || -64 || Yes || Yes (1/6) ||  ||    ||
 
|-
 
| Four sizes smaller || +8 || -8<sup> 4</sup> || -32 || Yes || Yes (2/6) ||  ||    ||
 
|-
 
| Three sizes smaller || +4 || -4<sup> 4</sup> || -16 || Yes || Yes (3/6) ||  ||    ||
 
|-
 
| Two sizes smaller || +2 || -2 || -8 || Yes<sup>7</sup> ||  ||  ||    ||
 
|-
 
| One size smaller || +1 || -1 || -4 ||  ||  ||  ||    ||
 
|-
 
| Same size || &ndash; || &ndash; || &ndash; ||  ||  ||  ||    ||
 
|-
 
| One size larger || -1 || +1d6 (+2) || +4 ||  ||  ||  ||    ||
 
|-
 
| Two sizes larger || -2 || +2d6 (+4) || +8 ||  ||  ||  ||    ||
 
|-
 
| Three sizes larger || -4<sup> 6</sup> || +4d6 (+8) || +16 ||  ||  ||  || reach x1 || Grab
 
|-
 
| Four sizes larger || -8<sup> 6</sup> || +8d6 (+16) || +32 ||  ||  || Yes || reach x2 || Grab, Trample
 
|-
 
| Five sizes larger || -16<sup> 6</sup> || +16d6 (+32) || +64 ||  ||  || Yes || reach x4 || Grab, Trample, Swallow Whole
 
|-
 
| colspan="9" class="foot" |
 
# Damage modifier is applied once for the attack, and is not affected by multipliers or bonus damage.
 
# Two-handed weapons add the damage bonus listed in parenthesis in addition to the base damage. One-handed weapons wielded with two hands do not receive this benefit.
 
# This modifier applies to the [[SRD:Bull Rush|bull rush]], [[SRD:Grapple|grapple]], [[SRD:Overrun|overrun]], and [[SRD:Trip|trip]] special attacks.
 
# Unlike normal damage rolls, the minimum damage for these rolls is 0.
 
# If you deal damage to the vital area of a much larger creature with a melee attack (because you climbed, flew, swam, or otherwise reached the vital area) you are considered two sizes larger for the purposes of your attack.
 
# Unlike normal attack rolls, a roll of 20 is not an automatic hit.
 
# A reach weapon that doubles an attacker's natural reach effectively allows the attacker to avoid needing to move into the foe's space.
 
 
|}
 
|}

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