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Re: Move through
I think that maybe a new skill could be introduced that covers moving will
casting. We already have Non-verbal, verbal, and one-handed. How about a
skill that covers this?
- Preston
> 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
> >
>
>