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RE: Move through Writeup



I'm confused.  I guess I thought there was going to be another
vote since it wasn't clear to everyone that they were supposed
to vote on section 2 regardless of voting on section 1 of the
original ballot.  I must confess, I'm responsible for 1 or 2 others
not voting since, since I told them my interpretation (which was
erroneous).  At least no serious new disadvantage has been
introduced by the new write-up; I think an unarmored or robed
person should be able to disengage from melee with a plate-
mailed opponent.  I just wish that the ballot hadn't been
misinterpreted by so many people, it looked like a lot of the
GM's were headed in the right (imo) direction.  That is, allowing
a single free swing on an opponent (that you are aware of)
as they move past you; though I would require an AGI check
considering my new experiences of late with actual melee
combat.  Whew, it is truly nasty, fast, and very difficult to
keep track of; most things you aren't even aware of until it is
over and you have a chance to mentally go over the experience.

Anyway, now I'm spewing and I don't want Foo to feel as though
I am trying to usurp his rightful place.  ;-)

Lyle

-----Original Message-----
From:	Steve Ames [SMTP:steve@ns1.cioe.com]
Sent:	Saturday, September 26, 1998 6:20 PM
To:	gmlist@ns1.cioe.com
Subject:	Move through Writeup


Here it is... way overdue I'll grant you. Everyone take a look,
lets fix up the verbage (although its pretty straight forward right
now and says what it should i believe). At the bottom of this
message is some other spew that I want people to read and think
about.

--------------------------
Section 2.5.1

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, or
casting a spell, 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.

Armor           Movement-Rate   Melee-Movement
Naked                60'             12'
Robes                50'             10'
Leather Armor        40'              8'
Chain Armor          30'              6'
Plate Mail           20'              4'

---------------------------------

Now let me banter on some of the options that didn't slide through
and explain how it all logically fits together into the combat
system. Movement is an integral part of combat. It just doesn't
make sense for two combatants (or more) to stand toe to toe
attempting to kill one another and not shift around looking for
an advantage or an obstacle to throw between them and their opponent.
To be cliche... combat is fluid.

Lets look at some examples of inadequacies in the current system.

Bob, an armed and dangerous killer, stands ready to kill his opponent
who is standing 20 feet away. His opponent, Joe, suddenly runs right
past Bob and out the door of the bar.

Today's question is... how is it that someone can just run within two
feet of someone who wants to kill them and not get hit? The reason is
that the system does not allow us to 'hold attacks' and we don't really
move simultaneously. AQ doesn't allow these things because both start
increasing the complexity of the system.

The answer, or an answer, is to say that anyone who is armed and
ready for combat (ie weapon drawn and alert) has an area, a zone, around
them that an opponent cannot enter, or leave, without becoming subject
to 'melee' rules. In the above example this would mean that Joe would
have to stop in melee range instead of just running by.

How much more complex is this? Its something extra to remember so it
is, by definition, more complex. But from a playability sense a couple
of things would need to be considered. How often would it come into
play? If the answer is constantly then it slows things down. If the
answer is seldom then there is little gain from the added complexity.
I believe the answer to be somewhere between... often enough that the
rule should exist.

Complexity occurs because everytime we add a limiter we must add some
way that it can be bypassed (through skill, roleplaying or penalty).
In this case Joe could run right past Bob if he was willing to give
Bob a free attack on the way by. Penalty. Or Joe could toss a screaming
baby at Bob causing a distraction and a choice (hit Joe or catch it).
Roleplaying. If there were a defensive skill of some sort it would come 
into play here. 

Same kind of behavior when your trying to disengage from a toe-to-toe
sword combat. Turning and running like a sissy isn't a real option in
a situation where a single miscalculation results in losing your head.

'Nuff pondering. Thoughts on complexity here? Is it worth making this
kind of realistic enhancement to the system?

Oh... and is the Move Through writeup ok or does it need tweaking?

						-Steve