RPGBOT.Podcast

CREATURES SHARING SPACES

RPGBOT.Podcast

Show Notes

Most RPG rules questions start with something reasonable, like Can I jump over this pit? or Does fireball set the curtains on fire? This one starts with a much more dangerous question: How many adventurers can we cram into one five-foot square before the rules collapse? Tyler digs into decades of D&D and Pathfinder rules looking for an answer, while Ash does increasingly questionable celebrity impressions, Randall weaponizes every edge case he can find, and Tyler's cats provide live demonstrations of why personal space is apparently optional. Show Notes This week, we're getting uncomfortably close as we dig into the surprisingly complicated rules for creatures sharing spaces. Can you walk through an ally? What about an enemy? Can a tiny creature just hang out in your square? What happens if somebody gets shoved into someone else? And, most importantly, can another player give you a piggyback ride and technically become your mount? We trace the rules from D&D 3.5 through 2014 and 2024 D&D 5e before arriving at Pathfinder 2e, comparing how each system handles movement, size differences, prone creatures, incapacitated creatures, forced movement, swarms, and all the weird situations where two creatures wind up occupying the same chunk of battlefield. Along the way, Tyler discovers that some rules are clearer than expected and others become significantly worse the longer you stare at them. Pathfinder 2e earns some praise for actually explaining what happens when creatures accidentally collide, while 2024 5e raises uncomfortable questions about exactly who falls prone and when. Meanwhile, Ash turns rules text into an excuse for a parade of impressions, Randall threatens the Grand Canyon with rules exploits, and the cats continue proving that tiny creatures respect neither game mechanics nor boundaries. DnD 3.5: Moving Through a Square

DnD 5.x

Shifting Combatant

5e: Moving Around Other Creatures

5.5: Moving Around Other Creatures

PF2: Tactical Movement

https://dicegoblin.com/

RPGBOT.Podcast Episodes

Combat Maneuvers

Jumping

Key Takeaways D&D 3.5 was surprisingly explicit about moving through allies, enemies, helpless creatures, and creatures of dramatically different sizes.

2014 5e simplifies those rules considerably, but that simplicity creates some strange gaps when creatures accidentally or forcibly end up sharing a space.

2024 5e improves several things, especially interactions with Tiny and incapacitated creatures, but its rule about creatures falling prone when a turn ends while sharing a space creates a whole new argument about what exactly end a turn means.

Pathfinder 2e gives the GM a clear answer when creatures accidentally occupy the same square: somebody gets moved, somebody may fall prone, and the GM decides how the mess gets resolved.

Pathfinder 2e also handles willing creatures, unwilling creatures, prone creatures, Tiny creatures, objects, and forced movement with much more specific rules. Tumble Through exists for a reason.

Forced movement in Pathfinder cannot simply put a creature somewhere it cannot normally occupy, which immediately kills several wonderfully stupid launching-people-into-the-air strategies.

Swarms are the exception everyone should remember. They want to share your space because getting directly on top of you is how they ruin your day.

The ultimate lesson is that creatures sharing spaces is one of those rules nobody thinks about until it happens. Then everyone stops the game, opens three rulebooks, and discovers they've been doing it differently for years.

Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast,

More from RPGBOT.Podcast

Oct 22, 2026

Last time, we opened a door that had been sealed for thousands of years, murdered a dinosaur, adopted its baby, and turned a crank we probably shouldn't have touched. Now the village is flooding, the ancient machinery is waking up, and our only hope is building weapons from whatever junk we can find. Oh, and Tyler wants to dismantle a horse for spare parts. Welcome back to Numenera, where saving the world requires a little engineering, a lot of questionable judgment, and apparently a working knowledge of French grammar

Oct 19, 2026

What happens when a mysterious cowboy rides out of a deadly desert, introduces himself, and immediately falls off his horse? Naturally, you trust his god, open a door that's been locked for thousands of years, and discover your entire village might be living inside a dead monster. Welcome to Numenera, where the birds are terrifying, the technology is incomprehensible, and Tyler can't roll above a five when it matters. At least Ash gets a pet dinosaur. Things are going great.

Oct 17, 2026

You've slain dragons, defeated liches, and saved the kingdom. But now an NPC is flirting with you, and suddenly everyone at the table is making death saves against awkwardness. Romance in D&D can be terrifying, especially when the GM's idea of flirting involves a Persuasion check and prolonged eye contact. Fortunately, Sebastian Yūe and Friday Strout are here to help us navigate love, relationships, and the delicate art of making imaginary people kiss without making real people uncomfortable. Roll for initiative. No, wait. Roll for chemistry.

Oct 15, 2026

So you've survived character creation in Numenera. Congratulations! Now it's time to level up, rummage through ancient garbage, and build a giant murder robot that might eventually decide you're the problem. What could possibly go wrong? In this episode, we're spending XP, scavenging the ruins of forgotten civilizations, and exploring the joys of community development. Because nothing says heroic adventure quite like spending six months building a machine that might explode, or thirty years constructing a castle. Welcome to the Ninth World, where yesterday's trash is tomorrow's technology, and apparently nobody can agree on how to pronounce a two-by-four.

Oct 12, 2026

Welcome to Numenera, where ancient technology is magic, character creation is an adventure, and Tyler is already looking for something dangerous to invent. This time, Randall walks us through building characters in the Ninth World, where your personality, abilities, and questionable life choices all become part of your character sheet. Ash wants a loyal adventurer. Tyler wants a reckless inventor. Randall just wants everyone to understand the rules before somebody accidentally destroys civilization. Again. VBM.games/rpgbot

See all episodes →