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General Tabletop Discussion
*TTRPGs General
The middle way of movement systems?
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<blockquote data-quote="Ry" data-source="post: 3575933" data-attributes="member: 8314"><p>Right now I'm thinking along these lines.</p><p></p><p>At any given time, these are the ranges:</p><p></p><p>Long 100 metres</p><p>Medium 60 metres</p><p>Short 30 metres</p><p>Close 10 metres</p><p>Melee</p><p></p><p>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.</p><p></p><p>There would be 2 special actions for more mobility but which raise the stakes of failure:</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Ry, post: 3575933, member: 8314"] 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. [/QUOTE]
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