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Move through
Alrighty then. We've kicked this one around a bit and the responses
I've seen indicate that a combination of 4 and 1 sounds best. So I'm
going to sum that up in a new writeup and we can kick the hell out
of that for a week before the next meeting (Sep 5th, 6PM).
Move Through. OK. There's two parts to this. The first part is to
modify the general ruleset that handles movement:
I'm picturing this as an errata on section 2.5.1 (movement):
| It is often necessary to maneuver during combat. Each adventurer has
| a _movement rate_ that is the distance he may move in a round when
| not attacking or spell casting. An adventurer may only move up to 1/4
| of this distance if he is attacking, spell casting or involved in a
| melee (moving into, out of, or through a melee). This distance may be
| modified by your GM according to terrain, obstacles, or circumstances.
OK. So now you can move 1/4 movement and still take an attack or
cast a spell. The last bit concerning melee is important. You
_CANNOT_ run full tilt through a combat area and expect to utilize
full DVs. Insane. If your path takes you to within 5' (melee range)
of an opponent or ongoing melee than you become subject to the above
rule and can only take quarter movement.
This does let a make dive through a window _and_ cast a spell providing
they don't intend to use acrobatics or any such skill.
So that's step one. A simple but far reaching change allowing an
aerodraco to move 120 and take an attack.... a torgon only 35' but
thats the difference between a rate 38 creature and a rate 200
draco :) The next step is:
Using option 1, we add a weapon subclass where a 2d6 check would
let you move up to half your movement rate instead of the normal
quarter. I believe this is the way people were thinking. So in the
normal case you can always move 1/4 and get one attack (or more if
you make your skill check) but with the subclass you can move 1/2
and get your one attack (or more if you make a multiattack and we
allow split dice).
And that should be that. One rule change involving movement and
the introduction of the "move through" weapon subclass (which I
would add to combat and missile) and voila... more dynamic combat
system that takes many more variables into account.
Someone, I forget who, voiced an objection to mages moving while
casting. If we can get a solid argument from them on this topic
we can scratch "spell casting" from the movement redefinition
also. Otherwise I'd vote it stays. Its part of the fantasy genre
for mages to jump under a table while tossing a lightning bolt,
or to be running away (or in this case walking away) while
using magic to cover their parties retreat.
Thoughts, criticisms, etc... bring 'em on. Got a weekend coming
up so I'll have lots and lots of time to argue :) And (hopefully)
bring the Centrali' Times up to current game date (always the
goal).
-Steve