Movement
From Lost Fables Wiki
Summary
Mounted
Each mount that exists in the world will have a subsequent block speed that is annotated down at the bottom of the creature item with a bullet point. The difference between mounted and on foot movement is that your blockspeed is replaced with your mount's blockspeed. There are default speeds for mounts such as horses that are found in the wild. These, however, can be tamed through events to acquire an itemized version of the horse that can potentially be faster or offer other boons. These mounts have the same number and types of actions as a player. If you are dashing while on a mount, you must take a Fast Action to halt if you wish you change direction. To initiate a dash while on a mount you must expend a Round Action, the same action that dashing regularly costs.
Horse: 10 Block Speed
Mule/Donkey: 8 Block Speed
Pig: 5 Block Speed
On Foot
A player may move on foot at their race's base speed, which can be found on the subrace's main page, during their Fast Action. This speed is further modified by items and the type of Armor a player is currently wearing. They may also, if a player wishes, expend their round action to double their block speed for a round. While dashing, please remember that just because your character can turn and run away does not mean that you will dodge enemy attacks by doing so, and that you leave yourself completely open to attack if you do so. In other words, if you are locked in a swordfight with an enemy, and then turn your back to them and run, they are allowed to either tackle you or stab you in the back. In the same light, remember that we abide by an honor crp system, and that if your opponents commit an action that would stop you from running and you have no way to counter it you may not move the full distance that you normally would be allowed to.
The reductions in speed for armor types is below. These reductions are based off the quality of the item. Just a reminder that trying to dash downwards (for example jumping down 4 blocks, or trying to climb something) or stuff akin to that will take a full movement action JUST to complete. You receive a move speed reduction equal to the piece of clothing or armor that you are wearing that gives you the highest movespeed reduction. If a piece of armor reduces your move speed to 0 or below 0, it is defaulted to 1. Please also keep in mind that shields count as armor, and will reduce your speed the same as all other armors.
Failure:
Light Armor: -2 Blockspeed
Medium Armor: -3 Blockspeed
Heavy Armor: -5 Blockspeed
Cheap:
Light Armor: -1 Blockspeed
Medium Armor: -2 Blockspeed
Heavy Armor: -4 Blockspeed
Adept:
Light Armor: No Penalty
Medium Armor: -2 Blockspeed
Heavy Armor: -3 Blockspeed
Moderate:
Light Armor: No Penalty
Medium Armor: -2 Blockspeed
Heavy Armor: -3 Blockspeed
Fine:
Light Armor: No Penalty
Medium Armor: -1 Blockspeed
Heavy Armor: -3 Blockspeed
Artisan:
Light Armor: No Penalty
Medium Armor: -1 Blockspeed
Heavy Armor: -2 Blockspeed
Mastercraft:
Light Armor: No Penalty
Medium Armor: No Penalty
Heavy Armor: -1 Blockspeed
Perfect:
Light Armor: No Penalty
Medium Armor: No Penalty
Heavy Armor: No Penalty
Dodging, Parrying, or Deflecting
Dodging, Parrying, and Deflecting are all essential forms of avoiding damage. Though they can only be performed if specific parameters are met. If a player successfully pulls off any of these, they entirely avoid damage from an attack. Though fail to perform and the Dodge, Parry, or Deflect turns into a hit which can vary depending on the scenario. A brief definition of each of these actions must be stated first. A Dodge is when a player side-steps, rolls, or otherwise attempts to avoid an attack via moving their body out of the way. A Parry is when a player attempts to open their opponent's guard through an attack, this can be done by locking their blade, attacking through their attack, or otherwise attempting to actively counter an attack. Then final action, a Deflect or a Block, is is a hybrid of the two previous action. When Deflecting a player need only defend from a strike, holding their shield up, letting their opponent's blade slide off their's, or otherwise actively defending and not otherwise countering an attack.
Dodge Prerequisites:
Atleast three blocks around you, of the cardinal blocks, must be free.
Parry Prerequisites:
Atleast one block around you, of the cardinal blocks, must be free and you must be currently facing your opponent.
Deflect Prerequisites:
Atleast one block around you, of the cardinal blocks, must be free.