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<blockquote data-quote="Herremann the Wise" data-source="post: 5600776" data-attributes="member: 11300"><p>Some ideas:</p><p></p><p>What is really happening here?</p><p>1 - Each competitor is trying to get up to maximum speed as quickly as possible. 2 - And then they are trying to maintain their best speed for as long as possible.</p><p>3- After a certain distance, each competitor reaches a point where to keep running is more a test of will than a test of fortitude.</p><p></p><p>1 - The sprint.</p><p>Initiative determines who goes first which may or may not make a difference - so far so good. However, the rules determine that each character gets up to top speed within the first round. I would have liked to see in the rules a differentiation between running and sprinting but heh. I think both Dex and Str are applicable here.</p><p></p><p>2 - The run.</p><p>This is where the character's constitution, fortitude and strength are applicable. The aim is to maintain top speed for as long as possible. However, it is reasonable to assume that each runner is going to gradually slow down at some stage from their x4 running speed to their x2 regular movement speed.</p><p></p><p>I think one way of doing this is to halve each runners constitution score (rounding down if necessary) to give you <em>x</em>, the number of rounds between each fortitude check that they need to make. The better a runner's constitution, the less often they need to make a fortitude save.</p><p>For the fortitude save, a success means they maintain their speed. A fail means they drop their running speed by 5ft. A fail by 5 or more means they are fatigued, and if already fatigued they become exhausted (and thus automatically drop down to normal movement speed).</p><p></p><p>The fortitude save starts with DC 5 and goes up by 1 for each check that the character makes.</p><p></p><p>As such, the aim becomes keeping the best speed for as long as possible. I think a further option could be an optional fortitude test to increase one's speed at any point with failure meaning nothing more than the increase of the fortitude DC. There could also conceivably be a second wind mechanic where at some point, the runner makes a DC 10 Constitution check to reset either one's maximum speed or their fortitude save DC back to DC 5 (or the DC is reduced by whatever the value of the concentration check).</p><p></p><p>3 - The Wall</p><p>The point of all of this is that most adventurers are adventurers for a reason and not marathon runners. They are good, but maintaining a running speed beyond an hour is well and truly beyond them unless they train specifically for it. At some stage, a runner is going to need to start doing will saves to keep going before collapsing in exhaustion (in addition to the regular fortitude saves).</p><p></p><p>In this way, I think you have a rather convoluted way of determining the winner of a race but one that makes a degree of sense... more or less.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5600776, member: 11300"] Some ideas: What is really happening here? 1 - Each competitor is trying to get up to maximum speed as quickly as possible. 2 - And then they are trying to maintain their best speed for as long as possible. 3- After a certain distance, each competitor reaches a point where to keep running is more a test of will than a test of fortitude. 1 - The sprint. Initiative determines who goes first which may or may not make a difference - so far so good. However, the rules determine that each character gets up to top speed within the first round. I would have liked to see in the rules a differentiation between running and sprinting but heh. I think both Dex and Str are applicable here. 2 - The run. This is where the character's constitution, fortitude and strength are applicable. The aim is to maintain top speed for as long as possible. However, it is reasonable to assume that each runner is going to gradually slow down at some stage from their x4 running speed to their x2 regular movement speed. I think one way of doing this is to halve each runners constitution score (rounding down if necessary) to give you [I]x[/I], the number of rounds between each fortitude check that they need to make. The better a runner's constitution, the less often they need to make a fortitude save. For the fortitude save, a success means they maintain their speed. A fail means they drop their running speed by 5ft. A fail by 5 or more means they are fatigued, and if already fatigued they become exhausted (and thus automatically drop down to normal movement speed). The fortitude save starts with DC 5 and goes up by 1 for each check that the character makes. As such, the aim becomes keeping the best speed for as long as possible. I think a further option could be an optional fortitude test to increase one's speed at any point with failure meaning nothing more than the increase of the fortitude DC. There could also conceivably be a second wind mechanic where at some point, the runner makes a DC 10 Constitution check to reset either one's maximum speed or their fortitude save DC back to DC 5 (or the DC is reduced by whatever the value of the concentration check). 3 - The Wall The point of all of this is that most adventurers are adventurers for a reason and not marathon runners. They are good, but maintaining a running speed beyond an hour is well and truly beyond them unless they train specifically for it. At some stage, a runner is going to need to start doing will saves to keep going before collapsing in exhaustion (in addition to the regular fortitude saves). In this way, I think you have a rather convoluted way of determining the winner of a race but one that makes a degree of sense... more or less. Best Regards Herremann the Wise [/QUOTE]
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