Powered Flight

Tonguez said:
I have introduced a Movement Skill that applies to all the characters Natural Movement Types and allows new Movement Type Skill to be added as Feats (eg a Human can take the Fly Feat to gain a Fly Skill (but not Flight))

This is awesome. I could see this replacing Balance, Climb, Jump, Ride and Tumble.

Then additional "skill tricks" could be bought with ranks, and could replace the stuff you could previously do with Ride, Tumble, etc.

Spells like grease would then impose a Move Check penalty instead of requiring a Balance Skill check, which generalizes the spell's power and also reduces the corner cases where it's flat-out broken.

In other words, I'm going to yoink this so hard, I may go blind. :D :uhoh:

Thanks! -- N
 

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Tonguez, can you post the full text? I am sure you cover other things like how to handle the 'fly' spell :)


As to continued inertia, you could have something similar to stall speeds.. a table of movement capability to include a 'shift' number and a table of movement types.

Clumsy - 1
Poor - 2
Average - 3
Good - 4
Perfect - 5

Movement speeds..{distance covered in the round}:
Stopped - 0'
Crawl - 5'
Walk - one move
Hustle - two moves
Jog - three moves
Run - four moves
Sprint - five moves

A normal person has an average base move and they can 'shift' 3 steps on the movement speed chart. So someone moving at a crawl can put on a burst of speed to achieve a Jog..but would need the second round to obtain a full run movement rate.
 

I'm getting ready to steal build on this, so if you're around, Tonguez, could I bug you for a bit more information?

- When do PCs make the Movement checks? After they declare their intended course of action?
- What happens if they fail?

Ideally, I'd like to allow PCs to roll before choosing the path of their movement -- basically, make declaring a Move action of a certain type be the "up front cost", then they roll, and then they decide on their path based on how well they rolled.

Thanks, -- N
 

Nifft said:
I'm getting ready to steal build on this, so if you're around, Tonguez, could I bug you for a bit more information?

- When do PCs make the Movement checks? After they declare their intended course of action?
- What happens if they fail?

Ideally, I'd like to allow PCs to roll before choosing the path of their movement -- basically, make declaring a Move action of a certain type be the "up front cost", then they roll, and then they decide on their path based on how well they rolled.

Thanks, -- N

Hi, sorry for being late - I've been in Tahiti:)

I tend to roll after the PCs declare and then freeform an outcome based on the results. Failure might result in stumbling (failure to move full distance), tripping (another move check to not fall prone) or even something more catastrophic

I can see rolling first working since I do that for social skills - roll then roleplay the results

I'll go find the full right up somewhere (um)
 

Tonguez said:
Hi, sorry for being late - I've been in Tahiti:)
I'm jealous! :)

Tonguez said:
I'll go find the full right up somewhere (um)
Awesome! Can't wait.

Right now, I'm thinking about either:

1/ Roll, then you get to move based on that roll -- there's some formula for how many "points" you get for your base movement, then how much each square (or maneuver) costs you. You effectively buy your route, like 5 points for a regular square and 7 for a diagonal square.

2/ Decide on your action, calculate the DC, then roll. If you make your roll, great. If not, you fail, and either you stop part way, suffer a mishap like falling off a high beam -- or perhaps you "push yourself" and do it anyway, but it costs you an Action Point, or it leaves you Fatigued.

Thanks, -- N
 



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