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'Movement' Skill
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<blockquote data-quote="Tonguez" data-source="post: 1724327" data-attributes="member: 1125"><p>For a while now I've been thinking about the Run Feat (as well as Swim & Climb etc) and changing them to account for Manouverability as much as Speed. The discussion on Glide rules got me thinking again so here's the proposal.</p><p></p><p>Movement is a Skill (Dex) which applies to the creatures primary Movement type (Ground, Swim, Climb, Burrow, Fly). Basic movement (eg walking for those with Ground speed) is DC 0.</p><p>The skill comes into play for three reasons</p><p>1. Trying to Run Faster than base speed (replaces Run feat)</p><p>2. Movement through difficult terrain (replaces Balance skill)</p><p>3. Manouveres/Special Tricks (eg Up the Walls)</p><p></p><p>Anyway using the current Flight rules as a basis we make get something like:</p><p><strong>Movement Skill</strong></p><ul> <li data-xf-list-type="ul">Clumsy 0</li> <li data-xf-list-type="ul">Poor 1 -3</li> <li data-xf-list-type="ul">Average 4 - 6 </li> <li data-xf-list-type="ul">Good 7 - 9</li> <li data-xf-list-type="ul">Expert 10 - 12</li> </ul><p></p><p></p><p>Examples of Ground Movement</p><p>eg <em>1 Max is trying to run at full speed through a trackless forest. Usually he'd have to go 1/2 apeed but by making a Movement check DC 10 he is unhampered</em></p><p></p><p>eg <em>2 Legolas charges towards the oliphant, dodging arrow fire, catches hold of a harness belt and swings himself up onto the creatures back. Movement Check DC 30 (I guess) </em> </p><p></p><p>The rules can then be used to simulate chases (using opposed roles) and aerial (or aquatic) dogfights</p><p></p><p>eg <em>3 Max is chasing Legolos through a Swamp DC 10. Max <em>Spd 30 Mv Skill + 2</em> Legolos <em>Spd 30 Mv Skill +4</em>. Legolos is 10 ft ahead when the chase starts he rolls D20 (8 + 4 = 12) Max follows rolls D20 (14 + 2 = 16) </em></p><p><em>Both beat the Swamp DC 10 so can move at full speed (30ft). Also the difference between Max's roll (16) and Legolos (12) gets added to MAx's speed as a bonus</em></p><p>so </p><p>=> Legolos runs ahead +30 ft = 40 ft but Max catches up closing that 30 ft + 4 (the difference) (34) thus the new gap between them is only 6 ft</p><p></p><p><em>Legolos realising Max is gaining makes a swerve to try and avoid Max (trick Run DC +5) rolls 11 + 4 = 15 (vs Swamp DC of 10 + 5(swerve) = 15) means Legolos slips and finds himself on he's knees in the mud</em></p><p><em></em></p><p><em>Max gains and catches him<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </em> </p><p></p><p>as you cn see this is still embryonic so please add thoughts</p><p></p><p><span style="color: Wheat">*Oh and I'd probably allow characters to pick up additional movement types using feats (eg Brachiation feat would grant a climb speed (trees only)) and Glide would be a first feat in the Flight feat chain (prereq 'wings')</span></p></blockquote><p></p>
[QUOTE="Tonguez, post: 1724327, member: 1125"] For a while now I've been thinking about the Run Feat (as well as Swim & Climb etc) and changing them to account for Manouverability as much as Speed. The discussion on Glide rules got me thinking again so here's the proposal. Movement is a Skill (Dex) which applies to the creatures primary Movement type (Ground, Swim, Climb, Burrow, Fly). Basic movement (eg walking for those with Ground speed) is DC 0. The skill comes into play for three reasons 1. Trying to Run Faster than base speed (replaces Run feat) 2. Movement through difficult terrain (replaces Balance skill) 3. Manouveres/Special Tricks (eg Up the Walls) Anyway using the current Flight rules as a basis we make get something like: [B]Movement Skill[/B] [list] [*]Clumsy 0 [*]Poor 1 -3 [*]Average 4 - 6 [*]Good 7 - 9 [*]Expert 10 - 12 [/list] Examples of Ground Movement eg [I]1 Max is trying to run at full speed through a trackless forest. Usually he'd have to go 1/2 apeed but by making a Movement check DC 10 he is unhampered[/I] eg [I]2 Legolas charges towards the oliphant, dodging arrow fire, catches hold of a harness belt and swings himself up onto the creatures back. Movement Check DC 30 (I guess) [/I] The rules can then be used to simulate chases (using opposed roles) and aerial (or aquatic) dogfights eg [I]3 Max is chasing Legolos through a Swamp DC 10. Max [I]Spd 30 Mv Skill + 2[/I] Legolos [I]Spd 30 Mv Skill +4[/I]. Legolos is 10 ft ahead when the chase starts he rolls D20 (8 + 4 = 12) Max follows rolls D20 (14 + 2 = 16) Both beat the Swamp DC 10 so can move at full speed (30ft). Also the difference between Max's roll (16) and Legolos (12) gets added to MAx's speed as a bonus[/I] so => Legolos runs ahead +30 ft = 40 ft but Max catches up closing that 30 ft + 4 (the difference) (34) thus the new gap between them is only 6 ft [I]Legolos realising Max is gaining makes a swerve to try and avoid Max (trick Run DC +5) rolls 11 + 4 = 15 (vs Swamp DC of 10 + 5(swerve) = 15) means Legolos slips and finds himself on he's knees in the mud Max gains and catches him:) [/I] as you cn see this is still embryonic so please add thoughts [COLOR=Wheat]*Oh and I'd probably allow characters to pick up additional movement types using feats (eg Brachiation feat would grant a climb speed (trees only)) and Glide would be a first feat in the Flight feat chain (prereq 'wings')[/COLOR] [/QUOTE]
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