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ifurin Lieutenant Commander

Joined: 20 May 2007 Posts: 208
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Posted: Fri Jul 06, 2007 1:46 pm Post subject: |
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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 Commander


Joined: 11 Apr 2007 Posts: 285 Location: RzeszĂłw, Poland
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Posted: Tue Jul 10, 2007 8:10 pm Post subject: |
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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):
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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
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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 Lieutenant Commander

Joined: 20 May 2007 Posts: 208
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Posted: Tue Jul 10, 2007 10:49 pm Post subject: |
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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 Commander


Joined: 09 Feb 2005 Posts: 256
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Posted: Wed Jul 11, 2007 12:42 am Post subject: |
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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. _________________ They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety.--Benjamin Franklin |
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Tupteq Commander


Joined: 11 Apr 2007 Posts: 285 Location: RzeszĂłw, Poland
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Posted: Wed Jul 11, 2007 1:35 pm Post subject: |
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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
ifurin wrote: | has this been play tested?. |
It's not play-tested yet, but I'll do it soon
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 Sovereign Protector


Joined: 17 Jul 2005 Posts: 14354 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Jul 11, 2007 6:12 pm Post subject: |
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While i like it, i would apply the chart penalty to all rolls inc the runnin one. _________________ Confucious sayeth, don't wash cat while drunk! |
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Tupteq Commander


Joined: 11 Apr 2007 Posts: 285 Location: RzeszĂłw, Poland
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Posted: Fri Jul 13, 2007 5:37 pm Post subject: |
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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 Lieutenant Commander

Joined: 20 May 2007 Posts: 208
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Posted: Sat Jul 14, 2007 12:54 pm Post subject: |
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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)
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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 Lieutenant

Joined: 10 Jan 2007 Posts: 79
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Posted: Wed Oct 24, 2007 11:32 pm Post subject: |
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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 Sovereign Protector


Joined: 17 Jul 2005 Posts: 14354 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Oct 25, 2007 4:01 am Post subject: |
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I could see that for walking or running, but not all out.. _________________ Confucious sayeth, don't wash cat while drunk! |
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slaughterj Lieutenant

Joined: 10 Jan 2007 Posts: 79
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Posted: Thu Oct 25, 2007 12:12 pm Post subject: |
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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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