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Player Token Movement Restrictions

1585664510

Edited 1585664619
I've seen movement come up as issues here now and again and Roll 20 has taken strides to address a lot of issues. There are still some issues I find slightly frustrating, and in my ignorance, I think it could be addressed with small effort. Problem:  Players often move in an unbalanced way. During several events, some players move 8 spaces, while others play honest and don't move. Some such events include seeing something of interest, like a chest, or even dynamic lighting reveals an enemy. When players see an enemy some dash to cover. Or during 'combat phase' there is nothing stopping players from moving extra spaces. I do catch some but I would think with this system, it should be easy to implement. Recommend:  A 'button' to switch between 'free movement' / 'restricted movement'.  'Free movement' operates as now.  'Restricted movement' allows x ft. of movement per turn. (X would be assigned in token tab based on character, i.e. size or heavy armor). Each player would have some visual representation of a fuel gauge, so they know when they are out of movement. Once everyone has moved (a round through the initiative tracker) the DM can hit a 'reset movement points' to repeat the cycle.  The DM should be the only person that can pick up a token and move when 'restricted movement' is in place (this would allow redos if people accidentally went someplace they didn't want to, i.e. the lava pit).
Exactly, or I find when the players move their tokens around freely, I need to say "stop" you just hit a trap. If there was a movement budget they can spend points before a reset there would be more consideration as to where they are moving their token and the permanency of their decision. Like taking your hand off of a chess piece to complete your move.  
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