The middle way of movement systems?

  • Thread starter Thread starter Ry
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My latest idea (that I haven't tried yet) is to move 5' per combat segment. I will be using True20, but it should work in D&D (AoO's would affect it, I'm sure), as well as some other systems. It's not anything original, but I wanted to see if it makes combat more fluid without slowing it down too much.

Basically, on your initiative turn, you may either start your movement or make your standard action. If you start your movement, you move 5' (or the proper multiple if running). Each segment, thereafter, you move an additional 5', until you reach your maximum movement OR you make your standard action (like an attack). Of course, if you have the proper feat, you can make your standard action and continue your movement.

Since my movement may start on an initiative of 8 and the orc's movement may start on an initiative of 6, the orc will be in motion before I am finished with my movement.

This sort of complexity will slow down combat, some (I'm hoping that once we get used to it, the only problem would be getting our hands tangled as we manipulate our minis simultaneously). It would be difficult without a grid (or some sort of visual representation), but I am hoping that it will make combat more fluid and fun.

The reason that I want to try it, is because True20 doesn't use AoO's and I wanted to have a way to block attackers from reaching certain combat targets, even if they win initiative. My reasoning is that, while my adversary may react faster and start his movement, it is possible that I would take my first step before he got 30' (not probable in a d20 initiative system, since he only has to beat my initiative by more than 6, but possible).

Anyway, I just wanted to share. Take it for what it's worth. Thanks.
 

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Right now I'm thinking along these lines.

At any given time, these are the ranges:

Long 100 metres
Medium 60 metres
Short 30 metres
Close 10 metres
Melee

Each round, you can move one range as a Short (move equiv) action, relative to any opponent you choose. If this means you move 2 ranges from another opponent, you Provoke them (of course, if they don't have a loaded ranged weapon in hand, that's not a big deal). This is in addition to Provoking when you break off from melee.

There would be 2 special actions for more mobility but which raise the stakes of failure:

As a Long (I mean Standard in d20 terms) action, you can make an Athletics check opposed by the Perception of your opponent. If you succeed, you move two ranges and Provoke other opponents only if you move 3 or more ranges relative to them. If you fail, you move one range, provoke normally, and Provoke your opponent as well.

As a Short (I mean move-equivalent) action, you can make an Acrobatics check opposed by the Perception of all relevant opponents (1 Check vs. the group). If you succeed, you can move normally but don't provoke anyone (even if you're right next to them). If you fail, you Provoke all the usual agents, and if they hit you, your movement fails.
 
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Actually, I've written 85% of a totally separate game, called Legends. The rest of Legends is rules-light and it lends itself to very fast play. Counting out squares doesn't really mesh well with that system; loosely defined range increments may be a good deal closer.
 

Are there any options between the two extremes of "X feet per round" of D&D and "You move an appropriate amount" of say, 7th Sea?

Final Fantasy Zero uses a "rows" system, which is essentially a binary distinction between "in melee with others" and "not in melee with others."

Everything else is handled by using a Manuevers system that requires an Agility check. So you can climb the mast or swing from the rope or perform a charge or achieve high ground by making a good enough AGI check.

For a rough D&D comparison, you could have them make Reflex saves to run to various locations on the battlefield, to gain advantages like cover, etc. And you add +5-10 to the DC if they are in melee with another creature.

Added benefits: No movement-based AoOs, no need for a battle map & minis....
 

Warbringer said:
I'm confused.

What are you trying to fix that appears complicated in the rules as written?

I can't speak for anyone else (it appears that some want a more abstract system), but I want to add a bit more complexity to make combat more fluid. I also just like reading other people's ideas. :)

So, I really don't know if it's a matter of complexity...
 

Warbringer said:
I'm confused.

What are you trying to fix that appears complicated in the rules as written?
My alterations to movement are to make chases more exciting. The current mechanics produce chase victors but people don't get to roll many dice and I find that adding uncertainty to chases is just a good move for game flow.

I'm certainly not trying to simplify anything nor am I expressing a criticism of the RAW.
 

A while back in the HR forum there was a comment regarding a very simple change to the movement system to create a more dynamic combat scene...

Reduce everyone's Move by 10.
Movement actions are a D20 check + your Move...

I have not tried it in play yet since it adds an extra dice roll to every characters move.
You can still 'take 10' out of combat to keep the normal movement rates.
 

fusangite said:
My alterations to movement are to make chases more exciting. The current mechanics produce chase victors but people don't get to roll many dice and I find that adding uncertainty to chases is just a good move for game flow.

Got it.

Yesterday was one of those day where dot resistance was high :)

The mechanic I came up for chase scenes revolved making a ride/drive/run check to generate an number of stunts for the round.

Stunts were earned by making a skill check, the higher the skill check, the more the stunts..

eg
DC15 - 1 stunt
DC20 - 2 stunts
DC25 - 3 stunts
DC28 - 4 stunts
DC30 - 5 stunts
DC32 - 6 stunts
DC35 - 7 stunts

Stunts are spent by doing specific actions in the chase round.

Stunts then simply let you do things without slowing down, such as:
- shooting while moving (1 stunt),
- avoiding light debris (1 stunt),
- avoiding heavy debris (2 stunts),
- 90 degree turn (2 stunts),
- james bond style (old) leap the bridge, car twisting through air to land and drive off (5 stunts)
 

fusangite said:
My alterations to movement are to make chases more exciting. The current mechanics produce chase victors but people don't get to roll many dice and I find that adding uncertainty to chases is just a good move for game flow.

James Bond has a somewhat abstract system for chases (from a distance POV). They have several ranges that aren't directly tied to distance: long range, medium range, short range, etc. The chasers and chased each make rolls against their skill they are using for the situation, for example driving. You compare how well they each make their rolls and this can change their relative distance.

The GM can place obstacles in the way for each to make. The PCs might have to roll to avoid the lady with the baby carriage that crosses their path. Combat might take place as well, the chase ranges correspond with the weapon ranges directly for purposes of chases.

Once the two groups reach the furthest distance, either succeeding in increasing their distance than can lose the other (if they are choosing to increase their distance).
 

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