Add an action to move
If you are too far away from an enemy to reach them, I think it would be nice to have a default action to move your speed again (effectively doubling your movement range) instead of casting a spell. I don't think it would be ideal in most cases, but it would feel better than moving your normal speed and not having anyone in range.
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09 Nov, '24
MythrilHighlighted comment
Moving full speed again would be to much for map sizes.. I think maybe if you skip your actions you should have an ability to move an extra 1-2 squares. From what I have seen players really don't need double movement. -
06 Jun, '24
Joey AdminAn update: We're talking about this one a lot. We have some ideas that we're keen to try out internally, and if we like how it shakes out... we'll release it.
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24 Sep, '24
Joey AdminHey! We're still talking about this internally. We're thinking about making it a specific, slottable piece of equipment. We'll update this request if we make any decisions here!
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26 Nov, '24
WolfeTo add to Mythrils comment, there are some player abilities currently not available outside combat that could, in certain situations, be useful in combat. So, perhaps, if an attack action is skipped (or perhaps in lieu of an attack action ((or extra movement)), perhaps if those were available in combat). An example of this might be the commune with nature ability. I have seen many players (myself as well on occasion) want to befriend an animal combatant. Having this ability would make it easier for the GM to accommodate this and it would also have a logical impact on the player as it would expend a charge.
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06 Mar, '25
Stockweaver AdminHey all! Since this discussion, we've added an Inventory Item called Glass Slippers, which allows heroes to teleport (effectively move) up to five spaces from where they are. Since this fulfills the request of double-movement, I'm going to go ahead and close this ticket as done!
We do hear what you're saying about "five spaces is much different from skip turn + 1-2 extra squares". Perhaps that is something the GM and team can discuss in each unique session.
Agreed it's great to be able to use spells in certain combat situations; although our specific interface requires spells only outside of combat, the GM and players can "work around" it with sending skill dice rolls, but knowing across the board it's a spell check. We'll keep the open-up-spells-in-combat idea in mind!