Skip to main content

Movement and Terrain

Movement and Terrain

Movement is a PER action like any other. Terrain is paid at the borders:

Phase Source of cost
Prep Departure difficulty of the tile you're on (getting off the log is hard)
Exec The transfer itself - physical traits only (dex for balance, strength and encumbrance for load)
Recover Arrival difficulty of the destination tile (landing on the log is hard)

Worked examples (log crossing)

  1. Grassy bank -> log: minimal prep (solid footing), stats-driven exec (simple step), significant recover (getting stable on the log).
  2. Log -> log: harder prep (concentrating on footing before shifting weight), same exec (dex/str), same recover (log is still hard to settle on).
  3. Log -> bank: hard prep (leaving the log), same exec, easy recover.

Rules that fall out of this:

  • A multi-tile crossing (long bridge) pays at every edge - each tile-to-tile transition is its own PER cycle.
  • Difficult terrain can add to all three phases (departure and arrival both hard).
  • Danger tiles never landed on (gaps, pits, open river) are not PER costs - they're fail/fall rules: you don't arrive, you fall. Handle as a special case, not terrain.

Open decisions

  • Exact per-tile baseline (currently assumed 1 tick per tile at even terrain, consistent with the ~10 ticks/foot granularity).
  • Whether moving actors can take reactions mid-path in v1 (reactions during prep/recover of a movement action).