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Declaring actions and simultaneous actions
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ifurin
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PostPosted: Fri Jul 06, 2007 1:46 pm    Post subject: Reply with quote

i should also add that when we use our modified movement rules we don't count movement as an action in the normal sence. it only adds to the negitive D to the other actions in the round.
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Tupteq
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PostPosted: Tue Jul 10, 2007 8:10 pm    Post subject: Reply with quote

This topic inspired me to write following rules:

Moving is a special type of action, it's declared once per round (at the beginning), but it takes place during a whole round (i.e. desired destination is achieved at the very end of the round). Movement may alter all actions in round – details are specified in this table (left value represents additional penalty to all other actions in a round, right value shows terrain difficulty modifier):

Code:

             Easy-Moderate     Difficult+
Cautious     NA / no action    -0D / -1 level
Cruising     -0D / no roll     -1D / normal
High Speed   -1D / normal      -2D / +1 level
All-Out      NA / +1 level      NA / +2 levels

Table is pretty straight-forward, for example high speed on Difficult terain (-2D / +1 level) means that we have an extra -2D to all actions in round (besides of multiple action penalty) and +1 level to difficulty of running roll.

Example: Ben wants to run at high speed and shoot to a band of thugs chasing him. He is running through Nar Shadda lower city (narrow corridors, garbage on the ground, glimmer – Moderate terrain, no terrain difficulty modifier), his running skill is 4D+2 and blaster is 5D. He wants to run and shoot (two actions), so he rolls 3D+2 for running (-1D for two actions) and only 3D for blaster (-1D for two actions and additional -1D from table).

What u think?
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ifurin
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PostPosted: Tue Jul 10, 2007 10:49 pm    Post subject: Reply with quote

what is your reasoning for not having the extra movement penalty apply to the running skill? other than my curiosity on that it doesn't look too bad. has this been play tested?.
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Akari
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PostPosted: Wed Jul 11, 2007 12:42 am    Post subject: Reply with quote

In my opinion, most characters (mine usually included) neglect their running skill too much. Its a vital part of the game and if you don't have at least 5D in it, you either move pretty slowly or fall a lot.

So, to take up Tupteqs example, under normal conditions, Ben would declare two moves and a shot. Thats three actions, which apply a 2D penalty on all his skill rolls. So he rolls his 2d+2 running against the medium difficulty underground (good luck!) and will probably fall or at least struggle. He likely would have come farther if he didn't shoot.
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Tupteq
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PostPosted: Wed Jul 11, 2007 1:35 pm    Post subject: Reply with quote

ifurin wrote:
what is your reasoning for not having the extra movement penalty apply to the running skill?

Akari wrote:
So, to take up Tupteqs example, under normal conditions, Ben would declare two moves and a shot. Thats three actions, which apply a 2D penalty on all his skill rolls. So he rolls his 2d+2 running against the medium difficulty underground (good luck!) and will probably fall or at least struggle. He likely would have come farther if he didn't shoot.

I decided to try easier version first and not apply additional penalty to running roll for now. If this will not satisfy me then I'll try heavier version Twisted Evil

ifurin wrote:
has this been play tested?.

It's not play-tested yet, but I'll do it soon Smile

Akari wrote:
In my opinion, most characters (mine usually included) neglect their running skill too much. Its a vital part of the game and if you don't have at least 5D in it, you either move pretty slowly or fall a lot.

I had problem with low running skill among my players too. I started asking for running rolls in crucial moments and (after some troubles) they just started raising their characters' running skill.
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garhkal
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PostPosted: Wed Jul 11, 2007 6:12 pm    Post subject: Reply with quote

While i like it, i would apply the chart penalty to all rolls inc the runnin one.
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Tupteq
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PostPosted: Fri Jul 13, 2007 5:37 pm    Post subject: Reply with quote

garhkal wrote:
While i like it, i would apply the chart penalty to all rolls inc the runnin one.


I created this table to lower the chance to do something successfully while running without lowering the chance to run successfully. But this assumption (to apply penalty to running rolls too) is making all much simpler and no table is needed, it's "actions-based" movement:
- moving at cautious speed is a free action
- moving at cruising speed is an action
- moving at high speed takes two actions
- moving through difficult+ terrain is an additional action

But I don't like one thing in rules above - multiple action penalty may apply even if running is the only action in round and every high-speed movement is made with MAP. Or maybe table should be used only if character chooses more than one action?

I have one more idea, it may look a little bit strange, but it don't need a special table and free us from remembering any terrain difficulty modifiers. Idea is pretty simple - just to use rules above and ignore terrain difficulty modifiers (so no more +1, +2 levels to difficulty, dice penalties will take their place). So, complete moving rules:
- cautious movement is a free action
- moving at cruising speed is an action, but no roll is required
- moving at high speed takes two actions
- moving at all-out speed takes three actions (or four?)
- moving through Difficult+ terrain is an additional action and forces a running roll (even for cautious and cruising)
- no terrain difficulty modifiers apply except -1 level for cautious movement (alternatively for consistency with other rules: bonus +1D may be added to running roll)
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ifurin
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PostPosted: Sat Jul 14, 2007 12:54 pm    Post subject: Reply with quote

Code:
Speeds       Terrains        Penalties        Terrains     Penalties
Cautious     VE--Mod    Free action/no roll   Diff--Hero   Free action/roll
Cruising     VE--Mod         1 action         Diff--Hero   2 actions
High Speed   VE--Mod         2 actions        Diff--Hero   3 actions
All-Out      VE--Mod      Only action (-1D)   Diff--Hero   Only action (-2D)

these were the rules we used (from what i could dicern from my combat notes) back a few years ago. i don't know if this is what the rest of you would use or like but it worked for us at the time. another thing we did was that rolling the running skill was a GM call depending on the situation.
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slaughterj
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PostPosted: Wed Oct 24, 2007 11:32 pm    Post subject: Reply with quote

ifurin wrote:
i should also add that when we use our modified movement rules we don't count movement as an action in the normal sence. it only adds to the negitive D to the other actions in the round.


That's basically where I've ended up, seems the most smooth solution. As moving and shooting are things people can do simultaneously, I have no problem with this. Rigid sequential ordering for actions seems to be more in tune with D20 than the looser D6 system.
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garhkal
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PostPosted: Thu Oct 25, 2007 4:01 am    Post subject: Reply with quote

I could see that for walking or running, but not all out..
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slaughterj
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PostPosted: Thu Oct 25, 2007 12:12 pm    Post subject: Reply with quote

garhkal wrote:
I could see that for walking or running, but not all out..


Sure, but you can't do anything else while moving all-out, not even dodge or parry, so shooting doesn't even come into the discussion.
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