After the discussions and working through things, the final out comes are below.
IF this doesn't work/causes too many problems we can revisit it later in the year, but hopefully it will.
Walk through Floors
Stays as part of the game system and will be passed again. When the rule books are updated published options for it will be made available.
Additionally when entering or leaving a floor a person must be kneeling/lying on the floor.
For the purposes of "Flying" type abilities:
Ground - You are in melee range and effect range as normal. Clearly you can avoid touching the floor and the like.
Low - You are out of melee range, but your real world distance now applies for effects. MP/HP weapons maybe used by/against you but you must be at least 10ft away to use them.
Anyone that thinks it's ok to run and hug someone trying to fire a bow at them is clearly abusing the rules.
High - You are off in the sky and out of range of spells, melee and everything else.
Clearly individuals at the same height interact as it they were on the ground.
Moving between heights takes 5 seconds to do so. During this time you can defend yourself/parry and move but can't cast or similar. You should make it obvious you are going up/down as well.
Jump/Lightstep can be used to shift up/down one height instantly.
20ft or longer shifts can move 2 heights.
Relaxed fall lets you go from Low to ground with a 2 second phase in.
Snow flake lets you go from any height to the ground with a 2 second phase in.
Walk through Walls/Floors you always count your real world distance for casting of effects. (no more I'm 30ft back in the wall).
Entering a wall/floor has a 2 second disorientation as you adjust to being in the wall. Exiting a wall/floor has 2 seconds of disorientation during which time you are visible. During these periods you are not vulnerable to attack, but can take no actions.
Hopefully this makes sense. It also, oddly, fixes the fact that Walk through walls works differently in three + places of the system, so now they all work as above.
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