Hello,
How to manage the movement of the characters when they run ? During a combat round, can a character decide to run, and thus use all of his actions for that ? Should we double the movement speeds in this case ? I'm asking this because I'm preparing a module where it will be useful !
Thanks for your advices !
Run ! Movement & Run ?
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- BaophraT
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Run ! Movement & Run ?
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- Raven_Crowking
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Re: Run ! Movement & Run ?
Page 77: "All characters can take another movement for their actions."
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
- BaophraT
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Re: Run ! Movement & Run ?
Yes, I know this but devoting a extra action to movement isn't really running, is it ? To simulate a race, a flight for example.
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- finarvyn
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Re: Run ! Movement & Run ?
(1) In regular combat round action I allow move-move to replace move-action, where action could be fight or something else. To me, that would represent running, since the character is focusing all attention on movement.
(2) If I wanted to simulate a race I would throw some randomness into the thing. Start with regular movement rate and add in a die roll. One thing that just popped into my head is that you could give +d3 feet to the slowest, +d4 to the next, and so on so that the fastest gets best dice. Gauge the term "fastest" and "slowest" based on the Agility stat. Depending on the length of the race you might force a roll each half-move instead of each move (e.g. if they are running 100 feet then it might be better to have a speed=30 character roll each 15 feet so that it takes 7 rolls to win instead of 4.).
(2) If I wanted to simulate a race I would throw some randomness into the thing. Start with regular movement rate and add in a die roll. One thing that just popped into my head is that you could give +d3 feet to the slowest, +d4 to the next, and so on so that the fastest gets best dice. Gauge the term "fastest" and "slowest" based on the Agility stat. Depending on the length of the race you might force a roll each half-move instead of each move (e.g. if they are running 100 feet then it might be better to have a speed=30 character roll each 15 feet so that it takes 7 rolls to win instead of 4.).
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DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
- Raven_Crowking
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Re: Run ! Movement & Run ?
Have you seen The Fence's Fortuitous Folly for DCC Lankhmar?
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
- BaophraT
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Re: Run ! Movement & Run ?
Thank you very much for your responses. I have not seen the Fence's Fortuitous Folly for Lankhmar yet. Is it included in the Lankhmar box ?
Have a nice day !
Have a nice day !
Ar gwir c'hoarierien a daol diñsoù !
- Raven_Crowking
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Re: Run ! Movement & Run ?
Not in the box; sorry. The adventure includes a chase scene where normal rules are eschewed for what (to my mind when I wrote it, and seemingly the case in playtests & actual play) would be a fun chase experience. It includes rolls, stakes, and making choices over the course of the chase.
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
- BaophraT
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Re: Run ! Movement & Run ?
Ok, I'll add this to my wish list ! Thks
Ar gwir c'hoarierien a daol diñsoù !
- BaophraT
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Re: Run ! Movement & Run ?
I just bought the PDF version of this module ! Although I love Lankhmar (I own the basic DCC box), I have never played in this universe (preferring to slowly detail my little universe - the Gollewin barony - with the modules). That said, it's been several times that I'm confronted with simulations of chases without managing them in a satisfactory way... The end of the last module played by my group "Intrigue in the Court of Chaos" ended with a chase that would have deserved to be better supervised... I can't wait to discover the rules on this point contained in "The Fence's Fortuitous Folly" !
Ar gwir c'hoarierien a daol diñsoù !