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water movement 2.1 (finalized)
Water Movement:
Naked/Clothing 20 ft/rnd
Leather Armor 15 ft/rnd
Chain Mail and
Similar Armors 10 ft/rnd
Plate and Similar
Armors 5 ft/rnd
Boots, Shield, Helmet,
Heavy Equipment, and
Absorbant Garments - 5 ft/rnd in addition, per incident * (below)
In addition, a player may add d6 to his Swimming Skill Check to move
an extra 5 ft/rnd/die
Obviously, a negative movement rate does NOT result in moving
backwards, though the negative modifiers must be offset before
additional movement is granted
* i.e. a character WEARING boots, helmet, and shield would
suffer an additional -15 ft/rnd
However, bundling the three together MAY only constitute one
incident of Heavy Equipment.
In a similar manner, bundling armor into a pack or otherwise
making it portable may have each outfit of armor constitute
as one incident of Heavy Equipment.
Are you in favor of this proposal:
Yes _____
No _____
Abstain _____
===================
The premise here is that if 50 yards in 30 seconds is a good time for a
high school swimmer, then 160 feet in 32 seconds (20 ft/rnd) is also a
good time.
Effort was then made to have the movement rates gibe with some of the work
Kevin, Jevan, et al. put in this summer. It's not a perfect match, but
it's as close as simple math will allow.
The most frequent mistake I can see happening here is not noticing naked
and clothing have the SAME movement rate (though absorbant clothing, like
a thick robe, may get you for a -5 penalty)
John Hogg johnhogg@expert.cc.purdue.edu
"I am amused by the simplicity of this game. Send me your finest meats
and cheeses!" --Kenny Mayne