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Re: Move through
Hmm.. Just for giggles lets throw in the concept of modern day
"spell casters". I believe (and do correct me if I am wrong, Lyle
[we hereby dub you resident GM List Pagan expert]) that many
wiccans, shaman, etc move while "spell casting". They move in
circles, straight lines, dance etc. Since most of them are/believe
they are focusing energies as well as chanting or saying ritual
lines and often doing precise hand movements, I would say AQ
characters could as well.
-Kris
----------
> From: Orion Furmanski <thelaw@expert.cc.purdue.edu>
> To: Wright Frazier <khelek@ns1.cioe.com>
> Cc: Steve Ames <steve@ns1.cioe.com>; gmlist@ns1.cioe.com
> Subject: Re: Move through
> Date: Friday, August 28, 1998 1:57 AM
>
>
> OK, here's my second defense of moving while casting: Physics 220
Lab.
> Using an ultrasonic motion detector, we tried to move forwrd and
backward
> exact distances at exact rates. It was MADDENING trying to move
only 15'
> in four seconds. 10' ? AAAAARGH! We're talking serious baby steps.
> My normal, unencumbered walking gait is 3' per step (I walk
fast).
> I can cover 15' in about 2-3 seconds; 10'- 2 seconds, easy. If I
then
> threw on a parka, a 30-pound pack, and explained the physics
behind the
> tail rotor of a helicopter to an idiot, going 10' or so in four
seconds
> would be mentally taxing but still workable. I give myself about a
15
> intelligence. AQ mages usually fire on more thrusters than that. I
think
> that a lot of people have downplayed human movement and
multitasking
> capabilities in the past, and the debates over sprinting, swimming
in
> armor, and move-casting are a renaissance of realism in the
campaign.
>
> Thank you for your time (wheeze-wheeze-wheeze),
> Orion
>
>
> On Fri, 28 Aug 1998, Wright Frazier wrote:
>
> > I still highly disagree with any sort of moving, short of
hawksoar,
> > while spell casting. We already know that Spell casting takes
> > the entire round(as shown by Speed and Quicken not giving
> > extra moves/attacks to spell casting). So that means 4 full
sec(or however
> > much) of complicated hand and mouth movements, as well as
intense
> > concentration. This is shown by the fact that if you get hit
while
> > casting, you loose the spell. You need a calm steady platform
to
> > cast from, or you can't cast. Also if you get knocked over,
then
> > you loose your spell, granted that is a more jarring spell than
> > moving, but you still are still jostling yourself while trying
to
> > devote all of your concentration to focus your energies as well
as
> > get the correct hand and mouth movements.
> >
> > Someone suggested that walking and talking about some subject
was like
> > spell casting. I disagree. Spell casting is focusing energies
that
> > are not inherently available to everyone. It takes something
more to
> > bring up these inner reserves, it takes full and complete
concentration.
> > Kinda like when the martial arts guys take the dramatic pause to
summon
> > and focus their energies before doing something big.
> >
> > It will also complicate issues highly. Since spell casting
takes the
> > entire round to complete(spell effects _ALWAYS_ go off at the
end of
> > the round after everyone has done everything else), do you
calculate
> > range from their original position? or final one? Also do you
have
> > to have line of sight at the beginning of casting or the end to
> > zorch someone?
> >
> > Wright
> >
> >
> > >
> > > 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
> > >
> >
> >
>