From: | dbuehrer@****.org (David Buehrer) |
---|---|
Subject: | Re: Moving in combat |
Date: | Wed, 4 Sep 1996 10:50:19 -0600 (MDT) |
|
|I haven't changed the maximum distance a character can move, but now
|it takes 10 action phases to move the full distance. If the
|character only wants to move roughly half the distance, it takes 5
|phases, etc. Also, characters now have to take any actions just as
|they begin to move (thus getting the movement modifier to their
|action, but not getting a better range, position, etc.). Thirdly,
|the characters now have to take any wound modifiers into account by
|subtracting the modifier from the characters quickness score (with a
|minimum of 1). With these three modifications, it should be much
|harder to move during combat without taking risks.
I don't know about splitting up movement over the phases.
Kind of takes away on of the advantages for a high
initiative.
I agree that actions and movement on an action are
simultaneous.
I like the pain modifying movement idea. Maybe it would be
more realistic if you applied the modifier to the quickness
multiplier.
I've got a PC in my game who's an elf with high quickness
and initiative. He ran up to his targets, shot them, then
ran away, on his action. I tried to fix it by saying that
moving cost a simple action, but that didn't work cuz he
only needed one simple action for the shot. So I tossed
that and now I just make sure that anyone who does this
applies all the modifiers for moving. If they can hit
their target while running more power to them. Oh yeah,
and if a PC runs into a room make them spend an action to
look around for their targets.
-David
/^\/^\/^\/^\/^\/^\/^\/^\ dbuehrer@****.org /^\/^\/^\/^\/^\/^\/^\/^\
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