Movement and Enforcement
A token’s budget is the distance it may move in one turn, measured in the scene’s grid units. Per-token budgets do not apply on a scene using the shared party budget.
Where budgets come from
Section titled “Where budgets come from”A cap typed into the cap field on a token’s panel card overrides the automatic cap. Clear the field to return the token to the automatic cap.
Without a manual cap, the Cap Source setting decides. A pacing profile applied to the scene overrides that setting.
- Default Cap uses the default per-turn cap.
- System Speed uses the actor’s speed.
- System Speed x Multiplier multiplies the actor’s speed by the cap multiplier.
A speed-based source that cannot read a speed falls back to the default cap. A cap that works out to zero leaves the token unlimited. An actor whose speed reads as zero is unlimited too.
Reading speed from the system
Section titled “Reading speed from the system”When Speed Data Path points at a number on the actor, that number is the speed. Otherwise, D&D 5e character and NPC actors use their fastest movement speed after the system’s reductions and bonuses. Other actor types and other systems fall back to the default cap.
Enforcement modes
Section titled “Enforcement modes”Over-Budget Behavior decides what happens to a move that runs past the budget. Pasted tokens are never blocked or charged.
The whole move is cancelled, and a warning shows the distance left.
A drag past the budget stops at the furthest reachable point on its path. While dragging, the ruler shows the path green within budget and red past it. Moves made any other way are not stopped, but they still count against the budget.
GM moves
Section titled “GM moves”GM moves ignore budgets and are not charged unless Enforce the GM’s Own Moves is on.
Reconciliation
Section titled “Reconciliation”Each player’s own client enforces their moves. Budgets are not tamper-proof. A token that ends up over its cap is not moved back. Warn on Over-Budget Moves only notifies you.