From: | Robert Blackberg III <blackbrc@***.fiserv.com> |
---|---|
Subject: | Re: Moving in combat |
Date: | Wed, 4 Sep 1996 14:53:22 -0400 |
>I don't know about splitting up movement over the phases.
>Kind of takes away on of the advantages for a high
>initiative.
I see what you mean, but what about the real-life time element
involved (granted, this whole discussion revolves around a game, but
I'm just trying to avoid abuse of the system where I can). The
entire combat round is described as being 3 seconds or so. If your
street sam gets 3 action phases during the round, they are roughly 1
second each. Even under my rule, 1 second is a very short time to
run a distance of maybe 12 meters or more.
>I like the pain modifying movement idea. Maybe it would be
>more realistic if you applied the modifier to the quickness
>multiplier.
You mean a (*2) instead of a (*3)?
(snip)
>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.
I like that thought. A lot. <grin>
>- -David
Robert