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Movement

Element Seven RPG edited this page Feb 20, 2026 · 1 revision

One of the more significant changes between 5e and PF2e, from our perspective, is the removal of free movement. Our implementation is thus slightly different to BG3 and PF2e, in order to find a balance that feels good to play.

There are two modes available to you when playing, Auto-Stride and Manual Stride. The default is Auto-Stride, but you can switch using a toggleable passive you can find in your character's spellbook interface. Note that this switch is party-wide.

Whilst using Auto-Stride, you will start your turn with 100% movement available to you, and a status called 'Move Ready'. If you move more than 10% of your movement, you will consume an action point automatically whilst in this state, and lose the Move Ready condition. While you have Move Ready, some actions that grant movement will cost an extra action and provide slightly different effects. Most notably, taking the Stride action with Move Ready will using 2 actions, and leave you with 2 actions-worth of movement. Whenever you use an ability (bar some exceptions for abiltiies relating to movement), your movement will be reset, and you will regain Move Ready.

Manual Stride requires that you manually select the stride action to move further than 10% of your movement. Whilst this is more intuitive, it can be quite clunky to use stride manually in this way.

The 10% free movement ensures that characters in melee don't accidentally use an action moving one step to reach their target. This ensures melee combat remains smooth despite not using grid-based combat.

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