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<blockquote data-quote="Water Bob" data-source="post: 5827574" data-attributes="member: 92305"><p>I'm going to try out what I posted above. That is: Allow up to a double move during the character's initiative, then after the combat round is run, add a suffix phase where extended movement is allowed.</p><p> </p><p>So, if Caelis wants to run, all-out, he can do so, just as is presented in the vanilla game, but he's got to split movement.</p><p> </p><p> </p><p> </p><p><span style="color: green">The goblin goes on Initiative 18. Caelis goes on Initiative 14. And, the Orc goes on Initiative 12.</span></p><p> </p><p><span style="color: green">The goblin goes first, and he moves and fires his short bow at Caelis. He hits, and Caelis takes damage.</span></p><p> </p><p><span style="color: green">Then, Caelis goes. He moves at double speed, directly away from his foes, in a straight line (required if you move 4x speed in one round).</span></p><p> </p><p><span style="color: green">Then, it's the Orc's turn, who runs after Caelis. He moves 2x Speed but isn't able to catch Caelis yet.</span></p><p> </p><p><span style="color: green">Now, the second phase of the combat round happens we go back around in Initiative order allowing characters to complete long movements (3x and 4x moves).</span></p><p> </p><p><span style="color: green">So, first, we'll go to Caelis and allow him to move another length equal to 2x Speed.</span></p><p> </p><p><span style="color: green">And then we'll end with the Orc, allowing him to move another 2x Speed, for a total of 4x Speed for the round.</span></p><p> </p><p> </p><p> </p><p>Alternatively, I may just allow a character move his 4x speed on his turn but if anyone wants to attack him (say, with a distance weapon), we'll do that at the mid-way point.</p><p> </p><p> </p><p> </p><p>I'm going to have to see how this plays.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5827574, member: 92305"] I'm going to try out what I posted above. That is: Allow up to a double move during the character's initiative, then after the combat round is run, add a suffix phase where extended movement is allowed. So, if Caelis wants to run, all-out, he can do so, just as is presented in the vanilla game, but he's got to split movement. [COLOR=green]The goblin goes on Initiative 18. Caelis goes on Initiative 14. And, the Orc goes on Initiative 12.[/COLOR] [COLOR=green][/COLOR] [COLOR=green]The goblin goes first, and he moves and fires his short bow at Caelis. He hits, and Caelis takes damage.[/COLOR] [COLOR=green][/COLOR] [COLOR=green]Then, Caelis goes. He moves at double speed, directly away from his foes, in a straight line (required if you move 4x speed in one round).[/COLOR] [COLOR=green][/COLOR] [COLOR=green]Then, it's the Orc's turn, who runs after Caelis. He moves 2x Speed but isn't able to catch Caelis yet.[/COLOR] [COLOR=green][/COLOR] [COLOR=green]Now, the second phase of the combat round happens we go back around in Initiative order allowing characters to complete long movements (3x and 4x moves).[/COLOR] [COLOR=green][/COLOR] [COLOR=green]So, first, we'll go to Caelis and allow him to move another length equal to 2x Speed.[/COLOR] [COLOR=green][/COLOR] [COLOR=green]And then we'll end with the Orc, allowing him to move another 2x Speed, for a total of 4x Speed for the round.[/COLOR] Alternatively, I may just allow a character move his 4x speed on his turn but if anyone wants to attack him (say, with a distance weapon), we'll do that at the mid-way point. I'm going to have to see how this plays. [/QUOTE]
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