Should movement be a skill? (integrating climb, jump..combo's)

Emirikol

Adventurer
Should movement be a skill rather than a forced number? (integrating climb, jump and combo's as part of a move) Could it be made into a skill and remain "balanced?"

Initiative's a skill now. Why is movement still just a number?

Ideas?

jay
 

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It's considerably simpler if move remains a static number.

I do quite like the idea of Run being rolled into an Athletics skill (with Climb, Jump, Swim), allowing the character to exceed the double-movement limit as a full-round action (or equivalent). By linking the additional squares moved with the result of the d20 roll, we get a nice, simple chase mechanic, without sacrificing the simplicity of the existing static movement rates.
 

That's an interesting idea, Jay! I think I would want some consistency in the movement so that I could easily plan my strategy before the dice hit the table, but I do like having the option of building faster (in a non-initiative sense) or slower characters.

My only initial concern is that for tactically-inclined groups it may be a little powerful. Superior movement is often a very powerful advantage on a grid.
 

I like delrico's idea about integrating it into "several skills" with a static movement. THus a person could TRULY go and say, I'm going to run up the stairs, swing on the chandalier, land on the table and make an attack.

DM: "OK, make your Enhanced Movement Skill Check"

I agree with you C.W. that it's a powerful thing..maybe even powerful enough to rival Tumble or Use magic Device in skill "powerfulness." (nice word eh?)

jh
 

withak said:
Initiative is a skill now? Did I miss that tidbit?

Yea, it's listed as a skill now. [edit: if star wars SAGA is the 'significant preview' of what's to come with skills.]

jh
 
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Initiative as a skill makes sense because it's something which is essentially random (who happened to be in the best position to see and react to initial combat situations which are different everytime), but can be trained in to improve. This randomness fits well into the granularity of a d20 roll, as does the resulting initiative order (bigger spread of numbers means less chance of dup initiative slots, and having to stop and compare things like Dex to get the final order.)

Movement, being generally a single digit value (because you're not really dealing with feet, but squares), doesn't play as nice with a d20 roll. You'd have to establish some other value to make the check against, and how much this will increase your speed.

Let's say we use a mechanic similar to the 3E Tumble check. A successful roll against a DC 15 nets you one additional square of movement. Maybe every additional 5 by which you make the check gets you another square.

On the surface this seems fine. But if I'm playing a halfing with a base move of 4 squares, a roll of 20 or more is a 50% increase in speed. For a human it's only 33%. For a human monk or scout that already got +10 of movement from a class ability, it's only 25%. So the higher your base movement, the less of a "boost" you get from this.

Add in the fact that the higher your movement, the less likely that you'll need a roll to boost your base move. In melee, the guy with six squares of movement is much more likely to be able to get to an opponent and attack without having to boost his move. The halfling will be rolling more often. So any movement enhancing skill check becomes almost a must-have no-brainer for slower characters. Not a good thing, IMO. It also adds another die roll to the mix (I'm assuming such a check would be a free action, otherwise it'd be next to worthless), slowing down game play.

Now, I know that Star Wars rolls things like Climb and Jump into a single skill like Athletics or something, which is fine. Not everyone needs those skills on a regular basis. But movement is such a basic part of the system that tinkering with it will have quite a ripple effect, especially as one struggles to find ways to balance it.
 

I'd like to see Climb and Jump tied into Athletics, like Star Wars.

Then abstract chase rules become pretty simple: Roll against Ref/opposed Athletics to see if you catch him. Add modifiers based on speed difference.

If you want to go a little deeper...
Assign some kind of value as damage for abstract things: 2d6 + 1/2 level + modifier.
Roll vs. Ref defense. A hit goes against hp, but it's not physical, it's just tracked for this chase.
Whoever's out of hp loses the race.
 

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