LEGO RPG: MOVEMENT

The First Stage of a player's Turn is Movement. Movement is assigned to each character/unit based on factors like the character's/unit's strengths and weaknesses and influenced by factors like Encumbrance. In a LEGO RPG units of movement are measured by the distance of 1 peg. 1 Peg = 1 Movement Unit. A LEGO Mini-Figure's legs occupy the width of two pegs. If you wish to move left, you must first turn the figure, this counts as 1 Movement Unit, and if you wish to move again in that direction, this would be 2 Movement Units and so on.

The One Peg Rule - Movement can only take place on a surface that is exactly 2 Pegs Wide or greater. If Movement is made on a surface that is 1 Peg Wide or 0 Pegs wide (abyss, lava, water, etc), the Character/unit falls to the surface below, receives damage Pts for the fall (Based on the brick distance), or falls into an abyss or trap.

Shimmy or Sidle - In the case where there is a ledge perpendicular to a wall, and that ledge is only 1 Peg Wide, a character/unit can move across this distance, left or right. A character/unit may only utilize the ledge if there is a logical way to reach the ledge i.e. an adjoining platform or surface that is at least 2 pegs wide, the character/unit has an item, machine, or device like a grappling hook, can magically travel that distance or teleport, or can fly.

Teleportation (Optional) - This was something I added to my LEGO RPGs many years ago. In some cases there may be magical Teleport Tiles (Like in the video game The Legend of Zelda: A Link to the Past) hidden somewhere. These tiles may teleport the character/unit to another location on the play area or the play map. To be classifed as a Teleport Tile it must be exactly a 2 by 2 Peg Sized Flat tile with no pegs on the top, and not sitting next to another tile of the same shape (Like in a shiny tiled floor). A Teleport Tile can be any color, however a general guideline I recommend is to make it either difficult to see or find. For example on green terrain such as grass, the tile could be hidden and be green. It can also be covered up by something like an immovable rock, gravestone, or monument. A Teleport Tile's destination is determined by the DM, but you can only teleport ONTO ANOTHER TELEPORT TILE, not onto a location/terrain with pegs.

The second way teleporation is accomplished is through an instant magic spell, or specifically a predetermined spell that allows for this ability to take place. The spell defines the exact distance a character/unit may teleport. A spellcaster that only learned a 1 character/unit teleport spell can not teleport an entire party. The spellcaster must learn a spell that can teleport the entire party in order to accomplish this. After the Teleport Spell has been cast, the player has the option of moving his character/unit any distance in a 360 Degree Radius of his current location, except inside solid objects (hollow objects okay). To determine this, the Dungeon Master will have pieces of string that are equvalent to distances in Pegs. If a spellcaster casts a Teleport Spell on himself and that spell is defined, "Teleport's character/unit 20 Movement Units" then the DM will give a pre-cut 20 Movement string to the player and that player will use the string to figure out where he wants to teleport to.

Every turn, the player moves his character/unit the distance alloted for movement for that character. If Encumbrance is a factor, then it is computed before movement takes place. See Encumbrance for Information

Don't Leave Your Buddies Behind Rule - In a party formation, if any one or more characters/units has greater movement capability than other characters/units, then the party's movement capabilty is at maximum the number value of the character with the least movement capability.
For Example, Party = (Char 1 [Move = 2], Char 2 [Move = 1], Char 3 [Move=4])
Total Party Movement Capability = 1


Climbing Rule - You can not climb over a ladderless wall that is higher than 5 Bricks. Anything equal to or higher than this is classifed as an obstruction and you must move around it or destroy it. Any wall that is made of bricks that are 2 pegs wide can not be destroyed with any hand held weapon or item. Only a machine can destroy a wall of this depth. (See Hit Points/Structure Points/Damage For More Information)


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