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Re: Move through
I have a couple remarks.
The first one is: Does this affect all methods of movement, even Hawksoar?
Or is this spell more open than movement by natural means?
Also, I don't think spellcasting while moving should be allowed.
Spellcasting is not only using your hands and mouth to create the
appropriate movements; but also mentally shaping your spell and
concentrating very hard in order to bring forth the elemental/divine
powers to make your formula a reality. (whew...long sentence) Trying to
walk while summoning powers I believe to be a bit different than
explaining newton's gravitational theories while walking down a street.
Even if we do vote it in as an applicable regulation, we are putting
warriors at a disadvantage as they have to succeed in a skill check in
order to move and attack while a mage has no such check.
All in all, I am against moving and casting.
Joel
On Thu, 27 Aug 1998, Steve Ames wrote:
>
> 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
>