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RPStats - Movement

Keywords: RP-MOVEMENT, RP_MOVEMENT
Category: newbie
During your turn you can move a distance up to 30ft. You're able to break up your movement, using a portion of it before or after other actions you take on your turn, including between attacks. You can use as much or as little of your movement as you like on your turn, following the rules here. Movement through difficult terrain (i.e. deep water, swamp, uneven ground, etc.) costs double the typical movement costs. For example, if you'd only be able to travel through ~15ft total of swampy marsh per turn. There are a few 'Special Types of Movement' which are explained here:

1) Climbing, Swimming, and Crawling: Typically, these types of movement will cost 2x as much as normal movement, similar to as if it were difficult terrain.

2) Jumping: Your Strength determines how far you can jump.
Long Jump: When you make a long jump, you are able to cover a number of feet up to your Strength modifier, provided you move at least 10 feet on foot immediately before the jump (i.e. running start). Should you make a standing long jump, you can leap only half that distance. This rule assumes that the height of your jump doesnt matter, such as a jump across a stream or chasm.
High Jump: When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance.

3) Standing: When a player counters the PRONE condition by standing up, they will incur a loss of of their movement points for that turn.