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Non-Lethal Damage Tweak
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<blockquote data-quote="Water Bob" data-source="post: 6104956" data-attributes="member: 92305"><p>Another tweak I think I'm going to impose in my game centers around movement. I think characters are allowed to move too far, under the 3.5 rules, before another character is allowed to act.</p><p></p><p>For example, a Cimmerian is exploring an old ruin constructed of Jade stone. He turns a corner and runs into a Savage, 20 feet in front of him. Niether is suprised. Initiative is thrown, and the Savage wins the toss. Playing out the combat round, the Savage runs, 4x movement, down the corridor away from the Cimmerian. </p><p></p><p>The Cimmerian had his throwing axe in his hand the entire time while exploring the ruin. When it's the Cimmerian's turn to act, he wants to throw his hand axe at the fleeing Savage, but he has no chance of hitting. The range started at 20 feet. Then, the Savage ran 120 feet down the corridor, making range at the beginning of the Cimmerian's turn at 140 feet. The Cimmerian can move 30 feet then throw his axe, and the distance to the Savage would be 110 feet.</p><p></p><p>The axe has a throwing range of 10 feet, and it's a -1 per 10 feet to a maximum of 5 range increments. This means that the effective range of a thrown axe is 50 feet.</p><p></p><p>So, under the circumstance described, it is impossible to hit a fleeing foe wiht a hand axe or a throwing knife or similiar weapon, under the rules--even if the weapon is readied. That doesn't seem quite right to me.</p><p></p><p>Thus, I suggest this change:</p><p></p><p><span style="color: #008000"><strong>During a combat round, a character can only move up to 2x Speed on his turn. After all combatants have acted during the round, any characters moving 3x or 4x Speed may finish their movement in initiative order.</strong></span></p><p><span style="color: #008000"></span></p><p><span style="color: #008000"></span></p><p></p><p></p><p></p><p>Looking at the example above, and using the tweak, the round would play out like this:</p><p></p><p>1. Initiaive thrown. Savage wins the toss.</p><p></p><p>2. Savage runs 2x move. Range to the Cimmerian is 20 ft original separation plus 60 feet of movement, for a total of 80 feet.</p><p></p><p>3. Cimmerian moves 30 feet after the Savage, decreasing range to 50 foot, and throws his axe with a -4 penalty to hit.</p><p></p><p>4. If he's able, the Savage can now complete his movement, moving an additional 60 feet, in a straight line.</p><p></p><p>That seems a lot more fair to me. The Savage still gets a large benefit from winning initiative and using his action to put distance between himself and the pursuing Cimmerian. At the same time, it's not impossible for the Cimmerian to quickly throw his axe after the Savage, albeit at a stern negative modifier.</p><p></p><p></p><p></p><p></p><p></p><p>The impact of this rule tweak may not be as strong as you might think at first. Only characters who run in a straight line are allowed to move at 3x or 4x Speed. And, any type of harsh terrain limits characters to 2x Move. Most of the game is played with characters taking Full Actions and not moving; taking one Move and one Standard action; or taking two Move actions (including the charge). All of those situations will play out normally, and this rule tweak will only come into effect when terrain allows straight long distance movement--and a character willing to give up all other possible actions during the round in order to move it.</p><p></p><p>Another way to think about the rule tweak is that we're allowing the runner to be targeted at his half-way point in his movement for the round. Again, this makes sense to me since we're trying to simulate simultaneous movement.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6104956, member: 92305"] Another tweak I think I'm going to impose in my game centers around movement. I think characters are allowed to move too far, under the 3.5 rules, before another character is allowed to act. For example, a Cimmerian is exploring an old ruin constructed of Jade stone. He turns a corner and runs into a Savage, 20 feet in front of him. Niether is suprised. Initiative is thrown, and the Savage wins the toss. Playing out the combat round, the Savage runs, 4x movement, down the corridor away from the Cimmerian. The Cimmerian had his throwing axe in his hand the entire time while exploring the ruin. When it's the Cimmerian's turn to act, he wants to throw his hand axe at the fleeing Savage, but he has no chance of hitting. The range started at 20 feet. Then, the Savage ran 120 feet down the corridor, making range at the beginning of the Cimmerian's turn at 140 feet. The Cimmerian can move 30 feet then throw his axe, and the distance to the Savage would be 110 feet. The axe has a throwing range of 10 feet, and it's a -1 per 10 feet to a maximum of 5 range increments. This means that the effective range of a thrown axe is 50 feet. So, under the circumstance described, it is impossible to hit a fleeing foe wiht a hand axe or a throwing knife or similiar weapon, under the rules--even if the weapon is readied. That doesn't seem quite right to me. Thus, I suggest this change: [COLOR=#008000][B]During a combat round, a character can only move up to 2x Speed on his turn. After all combatants have acted during the round, any characters moving 3x or 4x Speed may finish their movement in initiative order.[/B] [/COLOR] Looking at the example above, and using the tweak, the round would play out like this: 1. Initiaive thrown. Savage wins the toss. 2. Savage runs 2x move. Range to the Cimmerian is 20 ft original separation plus 60 feet of movement, for a total of 80 feet. 3. Cimmerian moves 30 feet after the Savage, decreasing range to 50 foot, and throws his axe with a -4 penalty to hit. 4. If he's able, the Savage can now complete his movement, moving an additional 60 feet, in a straight line. That seems a lot more fair to me. The Savage still gets a large benefit from winning initiative and using his action to put distance between himself and the pursuing Cimmerian. At the same time, it's not impossible for the Cimmerian to quickly throw his axe after the Savage, albeit at a stern negative modifier. The impact of this rule tweak may not be as strong as you might think at first. Only characters who run in a straight line are allowed to move at 3x or 4x Speed. And, any type of harsh terrain limits characters to 2x Move. Most of the game is played with characters taking Full Actions and not moving; taking one Move and one Standard action; or taking two Move actions (including the charge). All of those situations will play out normally, and this rule tweak will only come into effect when terrain allows straight long distance movement--and a character willing to give up all other possible actions during the round in order to move it. Another way to think about the rule tweak is that we're allowing the runner to be targeted at his half-way point in his movement for the round. Again, this makes sense to me since we're trying to simulate simultaneous movement. [/QUOTE]
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