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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2692 Location: Online
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Posted: Mon Feb 13, 2017 1:44 am Post subject: Updated/Modified Character Movement |
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I have been kicking around some ideas for semi-updating character movement in an attempt to make it easier to understand and easier. I started with renaming Movement Speeds to Movement Types. These being Cautious, Walking, Jogging, Running and Sprinting. Each of these types of movement modifies the Movement Rate and Base Difficulty. This is in turn modified by the terrain type. These have also been renamed to make them easier to understand. Easy, Moderate, Difficult, Hazardous, Dangerous, and Deadly.
Movement Type (Base Difficulty): Notes
Cautious (-5): 1/2 Movement Rate, does not count as an action but counts as movement for the round
Walking (+0): Movement Rate, counts as one action and movement for the round.
Jogging (+5): x2 Movement Rate, counts as one action and movement for the round.
Running (+10): x3 Movement Rate, counts as one action and movement for the round.
Sprint (+15): x4 Movement Rate, cannot perform any additional actions including defenses
Terrain Type (Difficulty Modifiers): Notes
Easy Terrain (+0): flat surface, smooth water, using a ladder, light breeze, light rain or fog
Moderate Terrain (+5): uneven surface, small obstacles, choppy water, climbing a tree, strong winds, heavy rain or fog
Rough Terrain (+10): large but negotiable obstacles, strong undercurrent, climbing a rough wall, flying near unyielding obstacles such as pillars or trees
Very Rough Terrain (+15): dense and large obstacles, stormy weather, a few airborne hazards, hail
Hazardous Terrain (+20): minefield, narrow walkway, many airborne hazards, large waves, climbing a smooth surface, complete darkness
Very Hazardous Terrain (+25 or more): corridor filled with falling debris and explosions, swimming or flying in a hurricane
If the player fails the roll they move half the declared distance. If Crushing Defeat (-15 below target number) or a 1 on the Wild Die, the GM may give the the character a Complication. Refer to R&E (page 103, 106) or REUP (page 109) for ideas. Alternatively, calculate the difference by which the roll failed and refer to Movement Failures located on the pages previously cited.
Note that if a difficulty number is 0 the Dexterity check is automatic. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Mon Feb 13, 2017 11:39 am; edited 1 time in total |
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MrNexx Rear Admiral


Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Mon Feb 13, 2017 11:02 am Post subject: |
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Does Cautious movement though Rough to Very Hazardous Terrain not count as movement, or did you intend to limit that to Easy and Moderate terrain, per R&E?
Overall, I like the numbers, but in reference to the above question, I would make a suggestion: Movement is free IF the difficulty is 0 or less... so, cautious movement in Easy or Moderate Terrain, or Walking movement in Easy terrain... so you can move at a walk down an empty corridor without distraction, or carefully across an open but natural field, but anything faster and you're going to run into MAP. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2692 Location: Online
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Posted: Mon Feb 13, 2017 11:38 am Post subject: |
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MrNexx wrote: | Does Cautious movement though Rough to Very Hazardous Terrain not count as movement, or did you intend to limit that to Easy and Moderate terrain, per R&E?
Overall, I like the numbers, but in reference to the above question, I would make a suggestion: Movement is free IF the difficulty is 0 or less... so, cautious movement in Easy or Moderate Terrain, or Walking movement in Easy terrain... so you can move at a walk down an empty corridor without distraction, or carefully across an open but natural field, but anything faster and you're going to run into MAP. |
I had not thought of that but in hindsight I would say if the difficulty number is 0 its an automatic success. Similar to the idea if you do not have dice left in a dice pool after you calculate your MAPs you cannot perform the skill. It would be easy enough to make a note of this in the description. I really appreciate you pointing this out. The more I look at this modified version the better I like it. It really simplifies movement and uses clear terms that can easily be understood, removing language that needs to be explained. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16388 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Feb 13, 2017 12:23 pm Post subject: |
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How does the Long Distance Movement rules change to fit with this? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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MrNexx Rear Admiral


Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Mon Feb 13, 2017 12:44 pm Post subject: |
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shootingwomprats wrote: | MrNexx wrote: | Does Cautious movement though Rough to Very Hazardous Terrain not count as movement, or did you intend to limit that to Easy and Moderate terrain, per R&E?
Overall, I like the numbers, but in reference to the above question, I would make a suggestion: Movement is free IF the difficulty is 0 or less... so, cautious movement in Easy or Moderate Terrain, or Walking movement in Easy terrain... so you can move at a walk down an empty corridor without distraction, or carefully across an open but natural field, but anything faster and you're going to run into MAP. |
I had not thought of that but in hindsight I would say if the difficulty number is 0 its an automatic success. Similar to the idea if you do not have dice left in a dice pool after you calculate your MAPs you cannot perform the skill. It would be easy enough to make a note of this in the description. I really appreciate you pointing this out. The more I look at this modified version the better I like it. It really simplifies movement and uses clear terms that can easily be understood, removing language that needs to be explained. |
By the Force, I worded that horribly.
To clarify further, "0 Difficulty counts as movement, but not an action", yes? _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14315 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Feb 13, 2017 3:42 pm Post subject: |
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So lets say i have a PC who is wanting to jog (+5 diff, double move rate) through Rough terrain (Street sidewalks, parking lots +10 diff) as part of some free-running thing. What exactly is my end diff?? 15? _________________ Confucious sayeth, don't wash cat while drunk! |
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2692 Location: Online
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Posted: Mon Feb 13, 2017 4:20 pm Post subject: |
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MrNexx wrote: | To clarify further, "0 Difficulty counts as movement, but not an action", yes? |
Per RAW movement is an action, but if moving at cautious speed and in Very, Easy or Moderate terrain it does not count as an action, but it does count as movement. This is important as you only get to move once in a round. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2692 Location: Online
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Posted: Mon Feb 13, 2017 4:21 pm Post subject: |
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garhkal wrote: | So lets say i have a PC who is wanting to jog (+5 diff, double move rate) through Rough terrain (Street sidewalks, parking lots +10 diff) as part of some free-running thing. What exactly is my end diff?? 15? |
Correct. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14315 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Feb 14, 2017 12:55 am Post subject: |
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That seems kind of on the low side to me.. Especially going double move through it.. If anything i could see those mods based on a BASE diff of 5.. Then you add/subtract from there. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16388 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 14, 2017 12:57 am Post subject: |
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garhkal wrote: | That seems kind of on the low side to me.. Especially going double move through it.. If anything i could see those mods based on a BASE diff of 5.. Then you add/subtract from there. |
Okay, but how does that stack up against the RAW? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2692 Location: Online
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Posted: Tue Feb 14, 2017 11:18 am Post subject: |
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CRMcNeill wrote: | Okay, but how does that stack up against the RAW? |
Quote: | RAW Movement
Cautious (1/2 move)
Very Easy: "free" action, automatic success
Easy: "free" action, automatic success
Moderate: free" action, automatic success
Difficult: 15+, counts as an action
Very Difficult: 20+, counts as an action
Heroic: 25+, counts as an action
Cruising (x1 move)
Very Easy: 5+, counts as action, automatically succeeds
Easy: 10+, counts as action, automatically succeeds
Moderate: 15+, counts as action, automaticall succeeds
Difficult: 20+, counts as action, must make a skill roll
Very Difficult: 25+, counts as action, must make a skill roll
Heroic: 35+, counts as action, must make a skill roll
High Speed (x2 move)
Very Easy: 5+, counts as an action
Easy: 10+, counts as an action
Moderate: 15+, counts as an action
Difficult: 20+, counts as an action
Very Difficult: 25+, counts as an action
Heroic: 35+, counts as an action
All-Out (x4 move)
Very Easy: 10+, counts as an action
Easy: 15+, counts as an action
Moderate: 20+, counts as an action
Difficult: 35+, counts as an action
Very Difficult: 45+, counts as an action
Heroic: 55+, counts as an action
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Quote: | Updated & Expanded Movement v.1
Cautious (1/2 move)
Easy: -5 "free" action, automatic success
Moderate: 0 "free" action, automatic success
Rough: 5+
Very Rough: 10+
Hazardous: 15+
Very Hazardous: 20+
Walking (x1 move)
Easy: 0 "free" action, automatic success
Moderate: 5+
Rough: 10+
Very Rough: 15+
Hazardous: 20+
Very Hazardous: 25+
Jogging (x2 move)
Easy: 5+
Moderate: 10+
Rough: 15+
Very Rough: 20+
Hazardous: 25+
Very Hazardous: 30+
Running (x3 move)
Easy: 10+
Moderate: 15+
Rough: 20+
Very Rough: 25+
Hazardous: 30+
Very Hazardous: 35+
Sprint (x4 move)
Easy: 15+
Moderate: 20+
Rough: 25+
Very Rough: 30+
Hazardous: 35+
Very Hazardous: 40+
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Looking at this, I am thinking or renaming and dropping one.
Quote: | Updated & Expanded Movement v.2
Cautious (1/2 move)
Easy: -5 "free" action, automatic success
Moderate: 0 "free" action, automatic success
Rough: 5+
Very Rough: 10+
Hazardous: 15+
Very Hazardous: 20+
Walking (x1 move)
Easy: 0 "free" action, automatic success
Moderate: 5+
Rough: 10+
Very Rough: 15+
Hazardous: 20+
Very Hazardous: 25+
Running (x2 move)
Easy: 5+
Moderate: 10+
Rough: 15+
Very Rough: 20+
Hazardous: 25+
Very Hazardous: 30+
Sprinting (x4 move)
Easy: 10+
Moderate: 15+
Rough: 20+
Very Rough: 25+
Hazardous: 30+
Very Hazardous: 35+
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_________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14315 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Feb 14, 2017 3:27 pm Post subject: |
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Thanks for doing up those comparisons.. IN that case Whamps reimagining looks ok.. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16388 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 14, 2017 4:54 pm Post subject: |
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Hmm...
I like the rules, but I particularly liked the addition of a x3 speed option. Most real life animals have a long distance run speed that is around 80-90% of their maximum speed, so this would've filled in that massive gap between x2 and x4 very nicely.
An alternate possibility would be dropping All-Out for characters and creatures down to x3, then providing a bonus to Speed based on how well the character rolled their Running skill... _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2692 Location: Online
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Posted: Tue Feb 14, 2017 5:52 pm Post subject: |
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CRMcNeill wrote: | Hmm...
I like the rules, but I particularly liked the addition of a x3 speed option. Most real life animals have a long distance run speed that is around 80-90% of their maximum speed, so this would've filled in that massive gap between x2 and x4 very nicely.
An alternate possibility would be dropping All-Out for characters and creatures down to x3, then providing a bonus to Speed based on how well the character rolled their Running skill... |
Yeah I don't have all the intricacies down yet, but I wanted to come up with a system based on the original that was less confusing for everyone to use. I will have to go back and read the skills running and stamina as well as the rules for long distance movement.
As for the Jogging x3 I am okay with leaving that in. I also had thought it was strange that RAW is doubling and doubling again for movement. It was all or nothing, which I never really liked. Also, the introduction of grammar that everyone can understand removes a lot of the disconnect players feel when its being explained to them.
I am glad everyone thinks it has merit and I am certainly open to suggestions on how to make it better so it can be easily supplemented into existing rules. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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