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move through




Got to sum some things up here so we can maybe get a vote in soon-ish.
The general consensus seems to indicate that we should have a form of
move through attack. There has been some really good discussion attacking
the implementation problem from a variety of valid standpoints. What we
need now is to come to a consensus on what we believe to be the _BEST_
implementation.

I'll list off the options as I saw them (someone e-mail me if I missed
something and I'll repost the options with that addition).

1) "move through" weapon subskill (ie is a part of your weapon skill and
   you can only "move through" attack with a weapon you have the skill in:

   The attacker rolls 2d6 versus his weapon skill. If successfull he may
   execute a "move through" attack allowing the attacker to move 1/2 of
   his movement and a single attack during this movement. Because of the
   nature of this attack the subskill "extra attack" is not applicable.
   (e.g. Biff the Warrior has a movement rate of 40 (chain mail). He is
   10 feet from his arch nemesis Spoof. Since "move through" allows up
   to half movement he can move a total of 20 feet ans still get an attack.
   Biff makes his "move through" check, steps up to Spoof, smacks him and
   moves 10 feet further to be out of retalliation range. Note that Biff
   could have started at 20 feet out but would have ended his attack next
   to Spoof. He could also have started next to Spoof, whacked him and
   backed off 20'... or any other distance combination).

   STEVE'S OPINION: My personal favorite... but other rulings encompass
   some additional questions. Such as moving while casting, etc...

2) Rule change. Combat range changed to mean 1/4 movement range instead
   of five feet.

   STEVE'S OPINION: None... I just don't know. Certainly there's some
   good argument for different people to be able to exert different
   sphere's of influence. Dunno. I do know it doesn't allow for a "move
   through" attack near as I can tell.

3) Allow an 'attack' to be exchanged for 5' of movement not to exceed
   your maximum movement. e.g. roll 3d6 -vs- long sword skill for extra
   attack. You have 4 attacks now. Exchange X number of them for movement.
   So Use 2 attacks to close in ten feet, take 1 attack, and use the last
   attack to back off 5 feet.

   STEVE'S OPINION: Works for humanoid type warriors. Does not work for
   stuff with a much higher movement rate and the desire to start or end
   at a distance greater than 20'.

4) Rule change. State that moving at 1/4 movement rate does not really
   impede adventurers ability to perform an action.

   STEVE'S OPINION: Does allow movement while spell casting. Adventurer's
   have a high end speed of about 60. So quarter is 15. This says I can
   move 15 feet while executing an attack (singular) or casting a spell.
   This is actually a pretty good way to go. Fast creatures such as draco
   or torgons can start and finish their round way outside combat range.
   My biggest complaint to this method is that it automatically applies
   to everyone (maybe not a bad thing) and has no cost factor (again, maybe
   not a bad thing). The guy in plate (move 20) can only move 5' and get
   an attack... no big deal. The aerodraco (at 360 or something insane) can
   move 90... it can start and end 45' from its target. Move Through.

I think thats it. If everyone keeps this email as a referece point we
can discuss the relative merits of method 1-4.

						-Steve