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

I'd say the distinction should be that movement in a combat round should be fairly static, but that special movement should be skill governed.

And that running, or at least fleeing and chasing rather than long distance running, should be covered by a skill check.

Because as it is chases don't seem to work too well, and the idea that all characters move at essentially the same speed unless they are jumping, tumbling, swimming, or climbing seems a little iffy.
 

log in or register to remove this ad

Bad idea, IMO. It would have to work in a different way from every other skill, and you'd either end up with some characters zooming half a mile per turn or with a skill you had to dump like 10 points into to see any benefit.

It would make a LOT more sense as a feat. Maybe even with a certain number of skill ranks as a prerequisite.

Speedy
Requires: 8 ranks Athletics
Effect: Increases your speed by 1 square.
 

LostSoul said:
I'd like to see Climb and Jump tied into Athletics, like Star Wars.
Just as a side comment: Star Wars actually keeps Climb and Jump separate, even though it combines the very attractive Tumble with Balance and Escape Artist into Acrobatics.

I thought that was pretty strange, but we're still too new to the game to say if it perhaps makes more sense in play.
 

ZombieRoboNinja said:
Bad idea, IMO. It would have to work in a different way from every other skill, and you'd either end up with some characters zooming half a mile per turn or with a skill you had to dump like 10 points into to see any benefit.

This is assuming you even get points to dump. With something like Saga the difference between skill checks is a lot more static from character to character.

I think it works well if you have small static benefits that have probable, but not guaranteed success.

A one square benefit on a full round action for which you have to roll is probably less game breaking than a one square benefit you get all the time, and which would add two squares to your actual run speed.
 

Run could cover things like:
- not stumbling over obstacles
- changing directions during a charge or run
- keeping up speed for a longer time

Unfortunately, there is some overlapping with existing skills, so it might be necessary to completely rethink the movement related skills so far.

Maybe there should be a few movement related skills that cover tasks like
Balance, Tumble, Jump, Hover, Dive, Sudden Turn, Keep afloat
Climb
Run
Swim
Fly
and maybe also Ride (Drive/Pilot/Row/Sail?)
Endurance could cover all aspects of "keeping a high speed" and holding your breath

Maybe these are too many skills? Or they should be just one skill "Maneuver", and you can specialise in subskills, and people that don't have a movement form as "native" suffer a penalty (or "native walkers/flyers" gain a bonus)
 

JDJblatherings said:
Rolemaster had Manuever didn't it.
Don't know about Rolemaster, but Torg did (and it was pretty nice, since it was one of the available attack skill. Characters with the Running superpower could use the Run skill instead)
 

delericho said:
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.

I agree. Good idea.
 

One problem that I get from my gut is that it would slow down combat drastically. An extra roll to move would slow it a little but with less tactically decisive players I think it could slow it down greatly. If they wanted to attack the orc but didn't roll a high enough Movement, they'd take a while to figure out what they should do instead. Or if they decided to attack the goblin but rolled high enough to reach the orc, they'd take a while to decide which they should do. Obviously with decisive players this wouldn't be an issue. But I've played with indecisive players who would be slowed significantly by having to wait on their action until their movement was rolled.

But I do like the idea of rolling Jump and Climb together. I don't know that realistically someone who is good at climbing is necessarily good at jumping, but I'd like to see players get a little more bang for their skill point if they pay one to boost both Jump and Climb instead of one each.
 

Emirikol said:
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

If you end up having to roll once per round a movement check, then I think it better not be a skill.

It's a similar thing as speaking a language. It would make sense to have checks, but if you have to roll for each sentence, then it becomes a nightmare.

It's ok instead if you want to add some movement-related manoeuvres to an athletic skill and make a check only here and there, when it's really interesting.
 


Remove ads

Top