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D&D Older Editions, OSR, & D&D Variants
So What's In Kobold Press' BLACK FLAG First Playtest?
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<blockquote data-quote="ColinChapman" data-source="post: 8938198" data-attributes="member: 6779742"><p>[USER=93511]@Marc Radle[/USER] </p><p>What I really want to see is active support for Theatre of the Mind play built in as an option. I want to see that the designers look at the static and rigid movement rates, ranges, etc. and recognise them as a legacy of the original game's wargaming roots, but that RPGs have better ways of handling TotM play now beyond the approach of eyeball/handwave it. That is not a condemnation of folks who like the very concrete legacy approach, but it's an area of the game's design that has been largely untouched for a very long time. I mean, here we are, decades later, and it seems like we're still stuck on "30 ft. move/move X squares or inches" and no willingness to embrace newer options.</p><p></p><p>If every movement rate is species-specific and static (all humans move 30 ft. for example) it's a bit dull imo, when movement should be exciting and even unpredictable! Look at chases, races, escapes, pursuits, even trying to outrun that honking great big boulder trap in flicks! As it stands, it's basically just boringly mathematical: You move X distance, They move Y distance, after Z rounds you have moved away/they have gained, etc. Great for play on the likes of battlemats, but not exciting at all. We roll for the excitement of combat and I posit that we should roll for the excitement of movement too.</p><p></p><p>I've submitted my feedback, but in brief here's what I do:</p><p></p><p>Speed 30 ft. is the baseline, which I represent as "+0".</p><p>Every 5 ft. above/below this is a +1/-1 modifier, so Speed 40 ft. would be "+2".</p><p>The GM sets a number of rounds for a race/chase to occur over, and everyone involved rolls d20 + Speed modifier each round, with successes indicating gaining/moving further away, failures indicating cinematic stumbles/trips/brief collisions with items in the environment, etc. that cause you to lose ground.</p><p>Characters can take actions during their chases/escapes that might force others involved to make appropriate rolls, such as toppling a merchant's stall to force a pursuer to make a Dex-related Save to avoid losing ground that round.</p><p></p><p>I'd love to see those old static movement rates presented like "Speed: 30 ft. (+0)". to facilitate this approach for TotM play and more exciting movement. It's also useful because a) it's really easy to convert from 5e, b) it takes up little extra space, and c) it means you can optionally modify the speed/movement rate using DEX or CON as needed (for short sprints/long distance runs) and this nixes the idea that Stumpy Roland, Cleric, can leg it as quickly as Rolanda the Lean, Rogue.</p><p></p><p>I'd also love to see them implement zone-based combat as an option, and abstract areas of effect by using the likes of the "Strikes d4+2 targets" approach that was featured in the back of the DMG as an option.</p></blockquote><p></p>
[QUOTE="ColinChapman, post: 8938198, member: 6779742"] [USER=93511]@Marc Radle[/USER] What I really want to see is active support for Theatre of the Mind play built in as an option. I want to see that the designers look at the static and rigid movement rates, ranges, etc. and recognise them as a legacy of the original game's wargaming roots, but that RPGs have better ways of handling TotM play now beyond the approach of eyeball/handwave it. That is not a condemnation of folks who like the very concrete legacy approach, but it's an area of the game's design that has been largely untouched for a very long time. I mean, here we are, decades later, and it seems like we're still stuck on "30 ft. move/move X squares or inches" and no willingness to embrace newer options. If every movement rate is species-specific and static (all humans move 30 ft. for example) it's a bit dull imo, when movement should be exciting and even unpredictable! Look at chases, races, escapes, pursuits, even trying to outrun that honking great big boulder trap in flicks! As it stands, it's basically just boringly mathematical: You move X distance, They move Y distance, after Z rounds you have moved away/they have gained, etc. Great for play on the likes of battlemats, but not exciting at all. We roll for the excitement of combat and I posit that we should roll for the excitement of movement too. I've submitted my feedback, but in brief here's what I do: Speed 30 ft. is the baseline, which I represent as "+0". Every 5 ft. above/below this is a +1/-1 modifier, so Speed 40 ft. would be "+2". The GM sets a number of rounds for a race/chase to occur over, and everyone involved rolls d20 + Speed modifier each round, with successes indicating gaining/moving further away, failures indicating cinematic stumbles/trips/brief collisions with items in the environment, etc. that cause you to lose ground. Characters can take actions during their chases/escapes that might force others involved to make appropriate rolls, such as toppling a merchant's stall to force a pursuer to make a Dex-related Save to avoid losing ground that round. I'd love to see those old static movement rates presented like "Speed: 30 ft. (+0)". to facilitate this approach for TotM play and more exciting movement. It's also useful because a) it's really easy to convert from 5e, b) it takes up little extra space, and c) it means you can optionally modify the speed/movement rate using DEX or CON as needed (for short sprints/long distance runs) and this nixes the idea that Stumpy Roland, Cleric, can leg it as quickly as Rolanda the Lean, Rogue. I'd also love to see them implement zone-based combat as an option, and abstract areas of effect by using the likes of the "Strikes d4+2 targets" approach that was featured in the back of the DMG as an option. [/QUOTE]
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