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