Movement, in 6 easy steps

[Rules, Rules, Rules]Just when you thought that the D&D rules were reasonably straightforward, the kind folks at Wizards of the Coast do their level best to prove you wrong. We all knew that Polymorph was a bit of a sticky wicket. But that’s the domain of Wizards, Sorcerors, and other pencil-necked twerps. The noble Fighter, Barbarian, and Rogue are still there for simple gaming pleasure, unfettered by complicated, nuanced rules, right? Wrong.

In the latest installment of their Rules of the Game series, All About Movement, we see that anybody interested in getting his character to where he needs to be amidst a pitched combat is in for some serious rules-applicaiton. Over the course of the last month and a half, we have been given six installments of rules explanations entirely limited to what should be the simple matter of moving from point A to point B, where you can hope to maybe stick +4 Holy Flaming Vorpal Greatsword C through monster D.

Read it if you have the stomach. Though it is more universally-applicable to characters of all kinds, it’s a rather thick six pages.