Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Sprint Skill (also adds a chase mechanic)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 3698363" data-attributes="member: 4937"><p>I think you're biggest problem is someone has already beaten you to this mechanic and done it better. </p><p></p><p>Have you ever seen the 'Hot Pursuit' rules? </p><p></p><p>I grant you that they aren't perfect, but if I needed a flight/chase mechanic to be central to a scene, that is where I'd be turning. You are quite correct to notice the extreme deficiency of d20's flight/chase rules, but I think without going in the cinematic direction that 'Hot Pursuit' takes the game that you really aren't gaining a whole lot.</p><p></p><p>No, that out of the way, I agree that 'move fast' should be a skill, and I agree that it should be strenght based (good call!). So, I like the direction you are taking the rules, I just don't think you go far enough. </p><p></p><p>I think you make moving fast too easy, and I think you are right to suggest that the penalty for overuse is your biggest problem. Part of the problem is that D20 uncomfortably supports fatigue rules, so its hard to do anything here. I don't think your dice throwing is meaningful or adds to the game. You system gets too dice happy for not enough play value. Try to reduce the dice rolling down from two dice to one in most circumstances. Save the rolls for extended sprints. </p><p></p><p>Throwing out a stream of consciousness here, the base DC of sprinting should go up by +5 when making a double move, and by +10 for a run (you are already assumed to be exherting yourself when doing that), you should retain your dodge AC against missile attacks when sprinting and even gain an additional dodge bonus based on your total movement rate (say +1 per 40'), sprinting when also attacking in the same round (whether charging or anything else) should carry both a two hit penalty and a penalty to ac if you make an attack unless you engage in either an overrun or bull rush attack (you are going to fast to control anything more precise). Limit the total time sprinting in a single hour, to like CON/2. Up to that, you don't have to roll endurance checks. After that, endurance checks get rapidly more difficult. Each time you 'max out', decrease this total time you can sprint safely in other hours of the day. Once you get into a 'pushing it' zone where you are up to two dice throws a round, consider a very high penalty for continuing to push it and failing like muscle injury (critical failure, take Str or Dex damage) in addition to fatigue.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3698363, member: 4937"] I think you're biggest problem is someone has already beaten you to this mechanic and done it better. Have you ever seen the 'Hot Pursuit' rules? I grant you that they aren't perfect, but if I needed a flight/chase mechanic to be central to a scene, that is where I'd be turning. You are quite correct to notice the extreme deficiency of d20's flight/chase rules, but I think without going in the cinematic direction that 'Hot Pursuit' takes the game that you really aren't gaining a whole lot. No, that out of the way, I agree that 'move fast' should be a skill, and I agree that it should be strenght based (good call!). So, I like the direction you are taking the rules, I just don't think you go far enough. I think you make moving fast too easy, and I think you are right to suggest that the penalty for overuse is your biggest problem. Part of the problem is that D20 uncomfortably supports fatigue rules, so its hard to do anything here. I don't think your dice throwing is meaningful or adds to the game. You system gets too dice happy for not enough play value. Try to reduce the dice rolling down from two dice to one in most circumstances. Save the rolls for extended sprints. Throwing out a stream of consciousness here, the base DC of sprinting should go up by +5 when making a double move, and by +10 for a run (you are already assumed to be exherting yourself when doing that), you should retain your dodge AC against missile attacks when sprinting and even gain an additional dodge bonus based on your total movement rate (say +1 per 40'), sprinting when also attacking in the same round (whether charging or anything else) should carry both a two hit penalty and a penalty to ac if you make an attack unless you engage in either an overrun or bull rush attack (you are going to fast to control anything more precise). Limit the total time sprinting in a single hour, to like CON/2. Up to that, you don't have to roll endurance checks. After that, endurance checks get rapidly more difficult. Each time you 'max out', decrease this total time you can sprint safely in other hours of the day. Once you get into a 'pushing it' zone where you are up to two dice throws a round, consider a very high penalty for continuing to push it and failing like muscle injury (critical failure, take Str or Dex damage) in addition to fatigue. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Sprint Skill (also adds a chase mechanic)
Top