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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/4/2017 Posts: 84 Location: Indy
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When you move a character with a large or huge base, do you count double if any part of the base touches rough terrain or low objects? Or do you pick a corner and only count the squares for that spot?
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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Count double if any part of the base moves into rough terrain or low objects.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/4/2017 Posts: 84 Location: Indy
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If I am squeezing through a hallway, and there is rough terrain on the other side of the wall, do I still count it double?
Can you squeeze past enemies like you can through doors?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 2,115 Location: Watertown, SD
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Gizmotronx wrote:If I am squeezing through a hallway, and there is rough terrain on the other side of the wall, do I still count it double?
Yes. As soon as a large/huge starts to get out of the area they are squeezing through, they will start to occupy their regular squares. Quote:Can you squeeze past enemies like you can through doors? No. Squeezing is only for doors and walls, nothing else.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/5/2009 Posts: 2,240 Location: Akron Ohio, just south of dantooine.
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Gizmotronx wrote:If I am squeezing through a hallway, and there is rough terrain on the other side of the wall, do I still count it double?
Can you squeeze past enemies like you can through doors? Do you mean you are cut off by the wall from the rough terrian? If so, I'd say you don't count that terrian.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/4/2017 Posts: 84 Location: Indy
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Yes, I mean on the other side of wall, not around a corner.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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Gizmotronx wrote:Yes, I mean on the other side of wall, not around a corner. If you're cut off you only occupy one side of the wall so you don't count terrain on the other side of the wall.
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