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Speedy Halflings and Sluggish Humans
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<blockquote data-quote="Uller" data-source="post: 92580" data-attributes="member: 413"><p>If having more variety to movement rates is important to you, I think this idea has some merit. I think linking it to ability scores is a good idea because in general people are either naturally fast or naturally slow and there is very little you can do about it without significant training(RL equivalent to "taking a feat"?). Yes. DEX is not specifically speed and Str is more a measure of muscle power..but let's face it, you can't sum up every human attribute into 6 "ability scores". Speed is generally affected by size, weight, muscular strenght and muscular speed(IIRC highschool health class, different people have different ratios of "fast-twitch" and "slow-twitch" muscles). So Dex and Str are as good as any abilities to base it on.</p><p></p><p></p><p>However, I do see one glaring flaw: Larger creatures tend to be stronger, but aren't necessarily less dexterous. Also, with the rules for rolling up characters(and point buys), PCs and NPCs tend to have bonuses, but no penalties. The rule would mean that, in general, creatures would be faster than the rules typically allow for.</p><p></p><p>I'd propose an alternative: Take the characters AVERAGE Dex and Str bonus as "Sprint bonus". Whenever the character does a Run action, they add this bonus(or subtract the penalty) times the number of "moves" they do during the run to the distance they can move(rounded down to the nearest 5' increment). So if you are a human with a spint bonus of 3 and are wearing light armor and run, you move 120' + 12'(actually +10') so you can run 130'.</p><p></p><p>That seems more reasonable to me.</p><p></p><p>Edit: Also...with the above proposed rule, this only effects the run action. In general, speed is combat speed and I think that should be left alone. YMMV.</p><p></p><p>Shouldn't this be in house rules?</p></blockquote><p></p>
[QUOTE="Uller, post: 92580, member: 413"] If having more variety to movement rates is important to you, I think this idea has some merit. I think linking it to ability scores is a good idea because in general people are either naturally fast or naturally slow and there is very little you can do about it without significant training(RL equivalent to "taking a feat"?). Yes. DEX is not specifically speed and Str is more a measure of muscle power..but let's face it, you can't sum up every human attribute into 6 "ability scores". Speed is generally affected by size, weight, muscular strenght and muscular speed(IIRC highschool health class, different people have different ratios of "fast-twitch" and "slow-twitch" muscles). So Dex and Str are as good as any abilities to base it on. However, I do see one glaring flaw: Larger creatures tend to be stronger, but aren't necessarily less dexterous. Also, with the rules for rolling up characters(and point buys), PCs and NPCs tend to have bonuses, but no penalties. The rule would mean that, in general, creatures would be faster than the rules typically allow for. I'd propose an alternative: Take the characters AVERAGE Dex and Str bonus as "Sprint bonus". Whenever the character does a Run action, they add this bonus(or subtract the penalty) times the number of "moves" they do during the run to the distance they can move(rounded down to the nearest 5' increment). So if you are a human with a spint bonus of 3 and are wearing light armor and run, you move 120' + 12'(actually +10') so you can run 130'. That seems more reasonable to me. Edit: Also...with the above proposed rule, this only effects the run action. In general, speed is combat speed and I think that should be left alone. YMMV. Shouldn't this be in house rules? [/QUOTE]
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