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From: "Ferri Pagano" <Ferri_Pagano_at_STRM__Amsterdam1@******.com>
Subject: Re: Moving in combat
Date: Thu, 05 Sep 96 11:43:36 EST
<snip>

%Thanks,
%Robert
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I have a simple house rule [comes from rolemaster], look at how many meters that
character can move, look at how many segments he has, divide the two and you get
a move per segment, and that is probably the best option you have.
example: a street sam, quickness 12, can move at 12 or run at 36, he has this
round initiative 25.
-as a personal house rule I use move as move per turn and NOT per action, as you
get speedy gonzales and twins-
so he can move at 12/25 = 1/2 m per segment or run at 1.5 m per segment, so if
he starts running towards an enemy in his second action [segment 15] and the
enemy is 6m further on, he'll arrive there in segment 11 [and may do whatever he
wishes to the poor target]
I've tried this for some time and it works rather well, can get really exciting
too, I've seen a physad kill an enemy who was grabbing his gun [APDS LOADED]
after jumping off a second floor and getting there 1 segment before said npc
could cream him. Said physad risked the damage of the fall to get there quickly.

Ferri

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