From: | ANGLISS@****.PSU.EDU |
---|---|
Subject: | Re: running on every turn |
Date: | Sat, 11 Dec 1993 19:57:24 -0400 |
>Realistic!?!?!?!?! It couldn't be any farther from realistic.
>Your talking about a little bit of reflex enhancers making a person 2, 3, even
>4 times as fast. Would a simple reflex enchancer make you faster? Yes. This
>much faster? No.
>First off the human body just can't move that fast. Your muscles would knot
>up and your heart would burst. You would either cripple yourself or die a
>very quick but painful death.
Probably true. Makes a really strong argument for Muscle Augmentation or
Replacement and a Synthacardium...
>Then you get into the world of wonky game mechanics. Following your rules you
>can talk a totally natural guy with Quickness 6 and Reaction 5. If he rolls
>a 5 or less on initiative he can run 18 meters without athletics, but if he
>rolls a 6 on his initiative die his running speed for the turn DOUBLES to
>36 meters!
Good point on this one. Maybe the guy(I don't remember his name) who proposed
the "movement per every phase" idea for vehicles was right and this idea could
be adopted to this problem as well.
>Now assume this guy is a world-class sprinter with Athletics (Running) 8. On
>the average roll he will get 4 sucesses. His quickness is then effectively
>10, allowing him to run 30 meters on the average turn. But if that 6 shows
>up on the initiative die, his speed increases to 60 meters a turn. This would
>mean that on a lucky day, a world-class sprinter could run the 100 meter dash
>in less than 6 seconds! And with maximum luck (Init rolls of 6, all successes
>on Athletics Test) the world-class sprinter could run 42 meters in an action and
>82 meters in a turn. That's an unagmented human doing the hundred in about 4
>seconds.
>Now tell me this is "more" realistic than the system in the book.
I do have a question about the Athletics thing raising the quickness for
running. I have gone through my Black Book looking for it and can't seem to
find it. I'll check again, but until the page is found I'll go with my way
which doesn't have Running Athletics skill modifying the running quickness.
I have never used or seen this rule(wish I had, it would have made some
arguments with my players last year shorter, but they couldn't find it either)
and it makes the system more realistic.
Overall, the only problem that I have with you system is that it seems way too
slow for the upper end of the scale. Mine seems way too fast for the lower
end(which I realize from the example). So, what's the fix to make them both
more realistic?
Brian