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Move Through Vote




Good vote. We need to tighten procedures up a bit, a lot of time
was spent discussing the weapons list and that discussion should
have properly happened the meeting _before_ its vote not at its
vote. *sigh*

I'm sure Jevan will post complete results of the meeting, but I
want to post the Movethrough results now so there is no room
for misunderstanding.

The vote went down as follows:

Modify basic movement rul - Section 2.5.1
The current section reads:
	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 in direct melee. This distance may be modified by
	your GM according to terrain, obstacles or circumstances.
	
This proposal suggests that that be changed to

	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 in direct melee. When involved in a melee he may
	only move 1/5 (rounded down) of his normal Movement Rate. Movement
	Rate may be modified by your GM according to terrain, obstacles,
	or circumstances.
	
***The vote for this change was 12 to 3 in favor of the change (pass)

----------
That is the base proposal. What this does is allow people/creatures with
high movement rates to close in and attack. There are a couple of additional
possibilities that go with this:

Withdrawl. In order to withdrawl from an attack you must still
at least fight defensively. A defensive withdrawl would be subject to the
Melee movement rate. If you wish to just turn and run in terror your opponent(s)
get a free attack on you as you leave without defensive bonuses (other than
armor).

*** Vote was 8 to 7 for Withdrawl (fail, 9 required for 2/3 majority)

Sphere of influence. Whenever a moving person comes within Melee
Range of an opponent they become subject to Melee Movement rates. If they
have already exceeded this movement rate their movement ends in Melee with
the opponent.

*** Vote was 8 to 6 against Spher of Influence (fail)

Run By. It may be possible to run through someones Sphere of
Influence at Full movement (instead of melee movement) but to do so allows 
the opponent a free attack on you.

*** Vote was 8 to 6 for Run By (fail, needed 9)

Concentration. We define spell casting as just another act of
concentration and allow spell casters to also move 1/5 movement while 
casting a spell

*** Vote was 10 to 5 in favor of Concentration (PASS)

--------------------------
The second part is the "move-through" skill. Basically this is a skill
that allows a warrior (or creature) to sacrifice of some (or most) of
its attacks in order to gain movement. The idea for very fast creatures
is to begin and end their rounds outside melee range and still take an
attack as they Move Through their opponents sphere of influence.
It is proposed that this take the form of a combat weapon subskill (and
also as a creature skill but that opens up mutate problems).

*** This idea got nixed in a 7 to 7 vote with 9 needed to pass. So the
    following votes on how it should be implemented are for informational
    purposes only to show which way people were thinking.

A) Move Through is the ability to move quickly and attack. The
attacker rolls 2d6; if the total equals or is less than the corresponding
weapon skill, his adventurer may move up to 1/2 movement and still get
an attack. This movement may be toward an opponent, away from an opponent
or any other combination of movement that totals 1/2 or less his normal
movement rate.

*** Received only 1 vote

B) Move Through is the ability to move quickly and attack. The
player makes a check of a number of d6 versus his weapon skill. For each
d6 his adventurer may move an additional 1/5 normal movement. e.g. 3d6
versus his weapon skill would allow an adventurer to move an additional
3/5 movement and still attack. Normal movement rate may not be exceeded.</li>

*** Received 6 votes

So that's that. I'll put together a writeup which will look
remarkably like the one that got voted in except that it makes allowances
for spell casters as well. Thanks everyone.

					-Steve