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Hang Time - What if you jump farther than your speed?
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<blockquote data-quote="Pauper" data-source="post: 7462058" data-attributes="member: 17607"><p>Necessarily for the worse, though?</p><p></p><p>I mean, the good guys can use this rule to race up and tackle an opponent before they can finish their leap over the chasm and escape. Not to mention that's a pretty heroic thing to do, and by making this ruling, you don't have to 'house rule' the question for PCs to tackle monsters or other bad guys while letting the heroes get away scot-free.</p><p></p><p></p><p></p><p>I'm not sure it does matter in the general sense; a player who believes he's not effectively playing his character unless he uses every action and inch of movement available to him every turn is a player who isn't playing a 'story' game, after all. Characters in fiction don't have demonstrable perfect efficiency in whatever the mechanical basis for their actions are, assuming there even is one, so perfect efficiency in game rules isn't really a necessary thing for characters in story-based RPGs.</p><p></p><p>Maybe that calculus changes if we're talking about a tactical RPG, sure, but in that case, dealing with the administrative limitations imposed by the game mechanics is part of the challenge.</p><p></p><p>This is why I suspect the 'argument from story' isn't really an attempt to enable narrative-style play via the jumping rules, but rather just to come up with a palatable explanation for otherwise exploiting the jumping rules to one's own benefit. But I could be wrong.</p><p></p><p>(Also, for those not familiar with the acronym: In My Not-So-Humble Opinion.)</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 7462058, member: 17607"] Necessarily for the worse, though? I mean, the good guys can use this rule to race up and tackle an opponent before they can finish their leap over the chasm and escape. Not to mention that's a pretty heroic thing to do, and by making this ruling, you don't have to 'house rule' the question for PCs to tackle monsters or other bad guys while letting the heroes get away scot-free. I'm not sure it does matter in the general sense; a player who believes he's not effectively playing his character unless he uses every action and inch of movement available to him every turn is a player who isn't playing a 'story' game, after all. Characters in fiction don't have demonstrable perfect efficiency in whatever the mechanical basis for their actions are, assuming there even is one, so perfect efficiency in game rules isn't really a necessary thing for characters in story-based RPGs. Maybe that calculus changes if we're talking about a tactical RPG, sure, but in that case, dealing with the administrative limitations imposed by the game mechanics is part of the challenge. This is why I suspect the 'argument from story' isn't really an attempt to enable narrative-style play via the jumping rules, but rather just to come up with a palatable explanation for otherwise exploiting the jumping rules to one's own benefit. But I could be wrong. (Also, for those not familiar with the acronym: In My Not-So-Humble Opinion.) -- Pauper [/QUOTE]
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Hang Time - What if you jump farther than your speed?
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