I'm looking for a concensus of how a Double Move with Hide should be handled.
In our group, we have agreed that the following can be done in one round:
Move & Attack (duh, MEA and Std Action)
Move 1/2 base speed hiding & Attack (again, MEA & Std Act, no penalty to the hide check & std act).
Move up to base speed hiding & attack (MEA with a -5 penalty to the check & std act)
Move & Move (Double Move)
Some quotes from our discussion:
"...the fact that performing a Double Move is a Full Round action. which I have allowed to be used with hide but am going to
insist on the -5 penalty for each check...
...The way to look at it is assess distance (which the game calls SPEED) moved in the FULL ROUND and the checks are made with those modifiers (no matter how you want to split it up)...
...Performing a double movement of a total of 1/2 up to Full amount of speed: -5 on each check. If one fails, they both fail..."
and
"...Double Move is essentially a Move-Move action. In this case moving 1/2 your base speed twice in one round should not incur a penalty...
...if the defender wins the first opposed roll, then the PC is spotted and incurs any penalty associated with being seen (AoO, alerting guards, etc). However, if he then moves and hides (assume possible cover) and wins the opposed check, the guard no longer know's where he's at and can not see him..."
With that in mind, how would you rule on a double move?
In our group, we have agreed that the following can be done in one round:
Move & Attack (duh, MEA and Std Action)
Move 1/2 base speed hiding & Attack (again, MEA & Std Act, no penalty to the hide check & std act).
Move up to base speed hiding & attack (MEA with a -5 penalty to the check & std act)
Move & Move (Double Move)
Some quotes from our discussion:
"...the fact that performing a Double Move is a Full Round action. which I have allowed to be used with hide but am going to
insist on the -5 penalty for each check...
...The way to look at it is assess distance (which the game calls SPEED) moved in the FULL ROUND and the checks are made with those modifiers (no matter how you want to split it up)...
...Performing a double movement of a total of 1/2 up to Full amount of speed: -5 on each check. If one fails, they both fail..."
and
"...Double Move is essentially a Move-Move action. In this case moving 1/2 your base speed twice in one round should not incur a penalty...
...if the defender wins the first opposed roll, then the PC is spotted and incurs any penalty associated with being seen (AoO, alerting guards, etc). However, if he then moves and hides (assume possible cover) and wins the opposed check, the guard no longer know's where he's at and can not see him..."
With that in mind, how would you rule on a double move?