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> Sprinting questions, multiple sprint actions? multiple IPs?
Fortune
post Dec 28 2006, 08:42 PM
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How many Running tests do you think are reasonably necessary in the space of 3 seconds?
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Charon
post Dec 28 2006, 08:43 PM
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QUOTE (Arz @ Dec 28 2006, 02:23 PM)
Charon, remember what they say about common sense? I'm not sure what a round is to you. Is it a pass or turn? I'm not following your argument, please try again. Please.

A turn, obviously a turn.

A lapsus, admitedly, but common sense should have told you that.

I edited round into turn on my previous post. Allowing for sprinting test every IP that stack result in the absurd scenario that I demonstrated.
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deek
post Dec 28 2006, 09:19 PM
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QUOTE (Fortune)
How many Running tests do you think are reasonably necessary in the space of 3 seconds?

Well, only one really seems reasonable, but the thing is that depending on the circumstances, that could be in any of the 4IPs. And if you could do it in any IP with a simple action, it seems that one should allow it to be done in every IP that the player wants to spend a simple action for the test. I would even allow two sprint tests in the same IP, but only the last one is used. I could see someone choosing to do this if they wanted to get away from something, then rolled low on their first test, so used a second simple action to try and do better...

I think the way I am going to rule it in my games is that players will have to declare their movement type each pass, costing a free action for run or simple action for sprint. If they sprint in all IPs, I'll just have them roll a new test and apply that distance until their next Action Phase, but it won't stack.

I think that is how the book tries to communicate it and is the real intention. I won't be stacking any sprints and I won't let the highest one take precedence either. It will just be an action by action resolution, with the last test taking precedence.

Based on the way I run things, no successes in the sprint test keep the movement at the base run speed, albeit costing a simple action to try. Each success then adds 1/2 meter (success equals 2m to the combat turn, divided by 4IP) to the movement that pass...that is the way I have been doing it and only thought about changing it due to reading this thread and re-reading rules in the book.
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Konsaki
post Dec 28 2006, 09:20 PM
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@deek

Unless your players change thier character's movement from sprint to walking or stop, I wouldnt charge them the simple action each IP. They have already paid the simple action for the entire round.
Now if they do go from sprinting to walking then sprinting again, I would make them reroll and charge them another simple action for starting back up in the same combat turn and they keep the new roll until the end of the combat turn.

CODE
Bob wants to sprint in IP 1, he rolls and sprints at 31m per turn.
He continues to sprint in IP2, 3 and 4 so completes the 31m.

Mark starts sprinting in IP1, he rolls and gets 33m per turn.
He stops in IP2 to get behind cover since he is under attack.
In IP3 he wants to start sprinting again since the attack has stopped, he rerolls and gets 33m per turn again.
He continues to sprint through IP4, completing the turn, but he only went 25m total because he stopped in IP2.
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Charon
post Dec 28 2006, 09:24 PM
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That makes a lot of sense.
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deek
post Dec 28 2006, 09:32 PM
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Well, this is why I enjoy discussions like this:)

Yeah, that does make sense...and 90% of the time, when we have an issue during game, we end up going with what does make sense...so I'll bring this up during our next session and figure out what we'll stick to. As a GM, that makes sense to me and is favorable to the players as well, which is usually a good ruling.
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Arz
post Jan 5 2007, 03:39 PM
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Deek, I think this is an obscure subject to HR. If someone wants to take 8 simple actions to run fast while being shot at, let them. I think that scenario is kinda rare. Other times they will be running long distances and not in combat time so all the IP's in the world won't change the outcome.

I think it is very fair to take a simple action to sprint and get an immediate result.
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