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Water Movement Repost




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.
===================

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)