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#26
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Moving Target ![]() ![]() Group: Members Posts: 656 Joined: 18-January 06 From: Leesburg, Virginia, USA Member No.: 8,177 ![]() |
You quoted the portion that covers that, though. Let me add some emphasis. "Each hit adds 2 meters to the character's distance for that combat turn." What that means is you only ever have to use one Simple Action per turn in order to sprint, unless you decide to stop and start again during the course of your passes during that turn. Not sure I understand what you are getting at. You don't have to sprint at all. If your point is, if you sprint for one simple action for one IP, you get 2 extra meters, (rather than 2 meters / #IPs), then I agree with you. The other question is whether sprinting for more than one simple action in one IP does anything for you. As I read RAW, I can not see why they wouldn't add up. This does mean that a person with 4 IPs, i.e. 8 simple actions, is effectively running at mase 3.125 meters per simple action, and whenever they sprint they more than double that speed for that simple action. I will not in passing that none of the many game rules I have seen over the years seem to get both sprinting and long distance running right. Most can not get either one right. Yours, Joel |
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#27
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
No.
You only ever have to blow a Simple Action once per combat turn to sprint. Doing so adds 2 meters to your movement rate for each hit on the associated Running Test. Just like normal running only takes one Free Action to initiate. One started, you maintain that movement rate until you switch to another one. And even if you do switch modes, you're not going to increase your sprint speed; you just resume it based upon your previous roll because that's your total boost for the entire turn, not the single action you blew to initiate it. |
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#28
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Moving Target ![]() ![]() Group: Members Posts: 112 Joined: 22-October 05 Member No.: 7,876 ![]() |
There are several interesting alternative rules in this thread. There are two different phrases used for the same rule.I do have to disagree with your initial reading of the rules though Karoline. While I like your result better, the rules say "Each hit adds 2 meters to the character's distance for that combat turn." ... SR4A Pg 137 Using Running: "Each hit adds 2 meters to the character’s distance for that Combat Turn" SR4A Pg 149 Sprinting: "Each hit adds 2 meters to their Running Rate." |
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#29
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Moving Target ![]() ![]() Group: Members Posts: 656 Joined: 18-January 06 From: Leesburg, Virginia, USA Member No.: 8,177 ![]() |
There are two different phrases used for the same rule. SR4A Pg 137 Using Running: "Each hit adds 2 meters to the character’s distance for that Combat Turn" SR4A Pg 149 Sprinting: "Each hit adds 2 meters to their Running Rate." Interesting point. (In SR4 the corresponding quotes are on pages 118 and 138, for those like me with the base book.) Let's assume the character is running for the entire combat turn. (Mixed mode makes this even more confusing.) In that case, by the end of the combat turn, I seem to still get the same effect. It does not seem to justify requiring that I sprint each IP in order to get the effect for the whole turn. Either that extra distance is covered in the one IP, or the effect is spread out over the whole combat turn, as long as I run for the whole combat turn. Note that the extra running rate for the combat turn applies whether I sprint on by first simple action of the combat turn, or my last one. Admittedly, Dr. Funkenstein's house rule that only one sprint action does you any good in a combat turn seems reasonable, and avoids many of the strange effects. But I don't see any way to claim it is RAW. Yours, Joel |
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#30
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
It's not a house rule... It costs a Simple Action to initiate a sprint. Sprinting lasts the entire Combat Turn, not the duration of the Simple Action. Just like Running costs a Free Action to initiate but lasts the entire Combat Turn.
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#31
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,326 Joined: 15-April 02 Member No.: 2,600 ![]() |
Plus, the RAW is only as good as the W. That is, it isn't particularly helpful when rules are muddled, arcane, or have multiple interpretations.
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#32
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Moving Target ![]() ![]() Group: Members Posts: 346 Joined: 17-September 06 From: Utah USA Member No.: 9,402 ![]() |
Yowza. Thanks for jacking up my perception!
Here's some rule dissection for ya. I'll bold the important parts. SR4A pg148 "There are two types of movement: walking and running. Characters may move at one of these two rates during each Initiative Pass, or they may choose to remain stationary. To walk or run, the character must declare it during the Declare Actions part of his Action Phase. Walking does not take up any action, but running requires a Free Action. Once a mode of movement has been declared, the character moves in that mode until his next Action Phase. A character continues to move in the last mode he chose during passes in which he does not have an action. This means a character with only one action, for example, who chooses to walk or run in the first Initiative Pass will be walking or running the same throughout subsequent Initiative Passes. The movement mode can only be changed when the character acts again." From what I see here is if you have to declare your movement each phase then it's going to take a Free Action each phase to run. SR4A, pg149 Sprinting Characters may attempt to increase their running distance by spending a Simple Action (rather than just a Free Action to run) and making a Running + Strength Test. Each hit adds 2 meters to their Running Rate. If you decide to sprint instead of running it takes a Simple Action each action phase. Also, notice that Sprinting adds to the Running Rate, not the distance of movement that phase. So if I'm a human and there are 3 IPs this combat turn and my sprint test lands me an extra 8 meters (for a total of 33 meters Running Rate, then I can sprint 11 meters this phase. Boy are my players going to hate this.... |
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#33
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Moving Target ![]() ![]() Group: Members Posts: 656 Joined: 18-January 06 From: Leesburg, Virginia, USA Member No.: 8,177 ![]() |
It's not a house rule... It costs a Simple Action to initiate a sprint. Sprinting lasts the entire Combat Turn, not the duration of the Simple Action. Just like Running costs a Free Action to initiate but lasts the entire Combat Turn. I see how you get there. I wish, if that was their intent, that slightly different wording had been used to indicate that the sprint itself, like the run it modifies, was a continuing action. This interpretation is certainly simpler than trying to divide the sprint bonus by the number of IPs. And it means that the best unaugmented human sprinter does the 100m in only a hair under 9 seconds, instead of 7.5. Yours, Joel |
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#34
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Moving Target ![]() ![]() Group: Members Posts: 346 Joined: 17-September 06 From: Utah USA Member No.: 9,402 ![]() |
Contrary to my previous post we've always played it:
- Want to Run, spend a free action once. Each phase after that that you wish to run you do not expend a free action (as long as you do not change movement modes). - Want to Sprint, spend a Simple Action once. Make a skill check once. Each phase after that you wish to sprint you do not expend a Simple Action (as long as you do not change movement modes). Additional Sprint checks are not cumulative; they can only replace poor Sprint checks. Due to this thread I'm not sure what's right now but I think we've been playing it wrong. I worry about a game where simple movement takes long discussions. |
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#35
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,326 Joined: 15-April 02 Member No.: 2,600 ![]() |
It didn't work that differently in previous editions. I'm working from memory, but your walking rate was QUI in meters, you're running rate was QUI x (Racial Mod), which was 3 for humans, orks and elves, and 2 for trolls and dwarves. (Although one of the editions made trolls 3.) An Athletics (Running) test raised your effective QUI 1 per 2 successes. Movement was still divided up between the IPs.
That's how I remember it working. It would be interesting for someone who was playing a troll since SR1 who updated the character, you'd go from being one of the slowest people (low QUI plus bad running modifier) to one of the slower people (low QUI plus decent running modifier) to one of the fastest people (faster base move than non-trolls, plus the Sprint roll is STR based, which you can be awesome at). To put another way, 2052 Olympics, the Tirs bring home all the sprinting gold. 2072, it's all trolls, baby. |
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#36
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Moving Target ![]() ![]() Group: Members Posts: 112 Joined: 22-October 05 Member No.: 7,876 ![]() |
... Fixed for accuracy.So if I'm a human ... You base movement on the number of passes in that combat, not on how many the player has. If the player has 1 IP and there are 3 combat passes, the player acts in 1, but moves for all 3. |
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#37
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Moving Target ![]() ![]() Group: Members Posts: 346 Joined: 17-September 06 From: Utah USA Member No.: 9,402 ![]() |
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#38
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Moving Target ![]() ![]() Group: Members Posts: 346 Joined: 17-September 06 From: Utah USA Member No.: 9,402 ![]() |
Fixed for accuracy. You base movement on the number of passes in that combat, not on how many the player has. If the player has 1 IP and there are 3 combat passes, the player acts in 1, but moves for all 3. And adding to your statement: SR4A, pg 148 "A character continues to move in the last mode he chose during passes in which he does not have an action. This means a character with only one action, for example, who chooses to walk or run in the first Initiative Pass will be walking or running the same throughout subsequent Initiative Passes. The movement mode can only be changed when the character acts again." This can lead to some pretty silly situations. I allow folks to "slam on the brakes" when something unexpected happens. Kind of leaves them standing there till their next phase though which can be 3-4 passes away... |
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#39
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,326 Joined: 15-April 02 Member No.: 2,600 ![]() |
If the "hitting on the brakes" was to avoid something harmful that springs up, I'd be inclined to include a REA test of some sort.
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#40
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 ![]() |
Yowza. Thanks for jacking up my perception! Here's some rule dissection for ya. I'll bold the important parts. SR4A pg148 "There are two types of movement: walking and running. Characters may move at one of these two rates during each Initiative Pass, or they may choose to remain stationary. To walk or run, the character must declare it during the Declare Actions part of his Action Phase. Walking does not take up any action, but running requires a Free Action. Once a mode of movement has been declared, the character moves in that mode until his next Action Phase. A character continues to move in the last mode he chose during passes in which he does not have an action. This means a character with only one action, for example, who chooses to walk or run in the first Initiative Pass will be walking or running the same throughout subsequent Initiative Passes. The movement mode can only be changed when the character acts again." From what I see here is if you have to declare your movement each phase then it's going to take a Free Action each phase to run. SR4A, pg149 Sprinting Characters may attempt to increase their running distance by spending a Simple Action (rather than just a Free Action to run) and making a Running + Strength Test. Each hit adds 2 meters to their Running Rate. If you decide to sprint instead of running it takes a Simple Action each action phase. Also, notice that Sprinting adds to the Running Rate, not the distance of movement that phase. So if I'm a human and there are 3 IPs this combat turn and my sprint test lands me an extra 8 meters (for a total of 33 meters Running Rate, then I can sprint 11 meters this phase. Boy are my players going to hate this.... Woo, yeay for this thread getting people to actually read the rules. Yes, that is how it works. You must spend a free action for every single one of your IPs that you want to run in. You must spend a simple action each of your IPs if you want to boost your speed via sprint. Your bonus movement from sprint is added to your per turn movement speed, which is then divided by IP. You can 'stack' two sprints in the same IP, but when a new IP comes around, your running rate gets dropped back down to normal, so you can't stack sprints through multiple passes and make superman cry at how fast you run. |
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#41
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Moving Target ![]() ![]() Group: Members Posts: 656 Joined: 18-January 06 From: Leesburg, Virginia, USA Member No.: 8,177 ![]() |
Woo, yeay for this thread getting people to actually read the rules. Yes, that is how it works. You must spend a free action for every single one of your IPs that you want to run in. You must spend a simple action each of your IPs if you want to boost your speed via sprint. Your bonus movement from sprint is added to your per turn movement speed, which is then divided by IP. You can 'stack' two sprints in the same IP, but when a new IP comes around, your running rate gets dropped back down to normal, so you can't stack sprints through multiple passes and make superman cry at how fast you run. This interpretation makes the assumption that when the text says "adds 2 meters to their running rate" it is referring to their running rate per combat turn. It could just as easily, and internally consistently, mean that it adds two meters to the running rate "for the initiative phase". I can see where you get the conclusion that the sprint must be restart every IP. Equally, since the run does not need to be restarted, one could conclude that the sprint does not need to be restarted either (since it is a change in running style.) With the run, they very explicitly indicate that you only need to worry about dividing for each IP if you use different modes on different IPs. If they had intended a similar division on the Sprint, I would have expected them to have said so. I think, if one is trying to reconcile the unclear text with a sensible reality, one is better off with Dr. Funkensteins interpretation that one only needs to sprint once per combat turn, and that extra sprints would only be relevant if one had stopped running. That avoids giving high-IP folks extra speed, and avoids declaring that sprinting takes half your concentration, no matter how fast you are. It is unfortunate, but not uncommon, that the rules as written are somewhat vague. Yours, Joel |
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#42
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Moving Target ![]() ![]() Group: Members Posts: 266 Joined: 21-November 09 Member No.: 17,891 ![]() |
Assuming your players can reliably remember how many actions they've taken, you could just run with 4 passes and let them act on *any* pass unless they've used all their actions. It can get really bogged down if they're not all chomping at the bit to act, though. Actually, my suggestion was not that far from RAW: QUOTE (SR4A, p. 145) A character can also delay his actions until the next Initiative Pass. If he had an Action in that Initiative Pass, then he automatically loses it (in place of the delayed action - you only get one action per pass). So under RAW, a character with 4 Actions/turn must use 'em or lose 'em on each Pass. A character with 3 Actions/turn must use (or lose) the first 2 Actions on each of the first 2 Passes, and can use the last on Pass 3 OR 4. A character with 2 Actions/turn must use (or lose) the first Action on the first Pass, but can use the other on any subsequent Pass. And a character with only one Action/turn may use it on any Pass, allowing them to spend their whole movement and then act (on Pass 4). |
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#43
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,336 Joined: 24-February 08 From: Albuquerque, New Mexico Member No.: 15,706 ![]() |
So, I've noticed the board full of people who seem to think that by having multiple IPs you can sprint at 50 KPH without breaking a sweat. I figured I'd throw up this thread to clear up some of the misconceptions about running with multiple IPs. The main misconception has to do with sprinting. It is very important to notice that the book specifies that sprint modifies your running rate, which is a m/turn figure. This means that when sprinting, you have to divide the bonus movement by your number of IPs, just like you do for the basic running rate. I suggest you actually read & spend some time attempting to comprehend the rules, as this is blatantly incorrect. QUOTE (Shadowrun Anniversary p.136) Characters with the Running skill may attempt to increase the distance they can run by spending a Simple Action and making a Running Test. The Sprinting specialization applies to this test. Each hit adds 2 meters to the character’s distance for that Combat Turn (Movement, p. 148). The gamemaster may apply modifiers for various types of terrain (slippery, rocky, and so on) and other conditions. QUOTE (Shadowrun Anniversary p.149) The movement rates for each metatype are noted on the Movement Table. This rate is the distance the character moves by that method per Combat Turn (not per Initiative Pass). If a character mixed his modes of movement during a Combat Turn and it becomes important to know exactly how far the character moved in a particular pass, simply divide his Movement Rate by the number of passes in that turn. Now that the appropriate sections have been provided, note that the distance modifier of Sprinting is not in any way dependent on future or previous modes of movement. For each and every Sprint action taken, the total distance you move in the Combat Turn increases by 2m per Hit. Thus, if you have 4 Initiative Passes, and you spend a single Sprint action on your first pass, achieving 3 Hits, and walk the remaining 3 passes, you move (Running Rate ÷ 4 * 1) + (Walking Rate ÷ 4 * 3) + (2 * 3) meters. It would be identical if you walk the first three passes, & sprint the fourth pass. If you have 4 Initiative Passes, and you spend two simple actions per pass Sprinting with 3 Hits per test, for the duration of all 4 passes, the equation would look like (Running Rate ÷ 4 * 4) + (2 * [3*2*4] ) meters, or (Running Rate + 48) meters. |
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#44
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,705 Joined: 5-October 09 From: You are in a clearing Member No.: 17,722 ![]() |
If a wired-up guy can move his arms fast enough to engage four times as many targets, it makes just as much sense for him to move his legs fast enough to break landspeed records.
Just call it posthuman and move on I guess.. |
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#45
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,288 Joined: 4-September 06 From: The Scandinavian Federation Member No.: 9,300 ![]() |
I agree that there is a problem with 1IP man being able to get 25m in the same time it take 4IP man to get 6.25m and then 1IP man just stands around waiting for the other 2.25 seconds of the combat turn. Personally I think the rules should be adjusted such that movement is treated as though everyone has 4IP, and 1IP man gets to move 6.25m in the first IP, then another, then another, then another. He can use his actual actions at any point during that movement timeline that he wants. This means that if he is charging down someone, he has to get shot at for just as many IPs as someone with a higher number of IPs. But my post was for the point of explaining how the rules have it work out. You're very correct that in the time scale of IPs low IP is good for moving fast, but in the time scale of turns, all IPs move at the same speed. Yeah that's the only sane way to do it. But yes according to the rules it is divided on the number of IPs you have. But if you use that very common house rule, you need some ruling on how you can move when you're out of action. That is, if you movement is divided by 4. Do you: A: decide on your action where you are going to move the next 3 initative passes? B: Decide every initative pass where you will move (even if you don't actually have an action)? C: Same as above, except being able to set movement mode (walk/run), stop if you want So what do you think? So far I've given people with 1 initative pass total freedom on movement when they are out of actions (option C) but now I'm considering limiting the movement to continuing what they were gonna do OR stop (since they don't have time to think and react as easily as those with more passes). This keeps the advantage with the high IP guys, but prevents the stupid Lemmings effect where people with 1 pass keep running down the stairs where there is not a Fire Elemental ready to BURN. Also, the bookkeeping involved with having 6 or more NPCs moving independently even when they don't have passes is tedious. Edit: Urk never mind seems like there are more rules I didn't remember... it seems now the rules say you keep moving if you're out of actions. It doesen't say you can stop if something happens, but I don't think it's a bad ruling. But changing course? Hmmm. Also I haven't been convinced yet if taking a sprint action "lasts" or not. Previously I have allow 2 per phase and let them all stack, which means wired characters can move pretty fast, if they have good running skill. Running with the free action seems to recent every phase though, so if you want to keep on running you need to expend a new free action (which means you can't use them for anything else such as Intercept attack). Sprinting on the other hand only gives a slight boost to the total movement, so having to test, then dive, then add to movement rate, and then afterwards subtract it from the movement rate again seems a bit tedious.... |
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#46
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 ![]() |
Now that the appropriate sections have been provided, note that the distance modifier of Sprinting is not in any way dependent on future or previous modes of movement. I've never suggested that this is the case. QUOTE For each and every Sprint action taken, the total distance you move in the Combat Turn increases by 2m per Hit. Thus, if you have 4 Initiative Passes, and you spend a single Sprint action on your first pass, achieving 3 Hits, and walk the remaining 3 passes, you move (Running Rate ÷ 4 * 1) + (Walking Rate ÷ 4 * 3) + (2 * 3) meters. It would be identical if you walk the first three passes, & sprint the fourth pass. If you have 4 Initiative Passes, and you spend two simple actions per pass Sprinting with 3 Hits per test, for the duration of all 4 passes, the equation would look like (Running Rate ÷ 4 * 4) + (2 * [3*2*4] ) meters, or (Running Rate + 48) meters. The main problem here is that the rules for movement and the rules for the sprint test disagree with one another. The rules for the sprint test say it adjusts for the combat turn, in which case your numbers are correct and joe blow with an extra IP or two can easily outrun an unaugmented Olympian. Under the movement rules however it says that the sprint test adjusts your Movement rate, which is then divided by 4. It also says that each IP you have to pick your movement type, which sets your Movement rate back to the base for that movement type (Walking/Running/None). So what you have is that I am in fact doing it correctly if you use the rules in the movement section with the idea that the rules dealing purely with movement override the rules presented under a particular skill dealing with movement. If however you take the rules presented in the sprint test and assume they override the rules presented under movement for moving, then yes, your numbers are perfectly correct. QUOTE If a wired-up guy can move his arms fast enough to engage four times as many targets, it makes just as much sense for him to move his legs fast enough to break landspeed records. Except that wired reflexes does not cause you to move faster it causes you to react faster. You're arm still gets from point A to B in the same amount of time, but it starts to move from point A to B sooner after you realize you need it to, and you also realize you need it to quicker. Edit: Please note also that following the 'sprint adjusts maximum movement per combat turn' ruling creates very serious oddities. This includes the fact that you can stop moving and yet still move because you have CT movement that hasn't been used up. Example: you have 2IP and sprint durring the first, gaining 10m to the amount you move during a combat turn, but can only use 5m of the extra movement per IP. On the second IP you come to a total stop and yet can still 'glide' 5m because you have it left over from your sprint. And also creates small time warps or yo-yo speeds. Example: You do double sprints on each of your 4 IPs. That either means that you run progressively faster on each IP as you're movement speed goes up and you have to not only account for the increase, but make up for the movement that you can no longer take, and then when you hit a new combat turn you come to a near screeching halt (You run 35m/ct on IP 1, then you run 45m/ct on IP 2, then you run 55m/ct on IP 3, then you run 65m/ct on IP 4, then you're back to 35m/ct on IP 1 of the new round) or the time warp in which you have to go back and retroactively increase your speed on previous IPs so that you don't create the yo-yo effect. |
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#47
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 ![]() |
Yeah that's the only sane way to do it. But yes according to the rules it is divided on the number of IPs you have. But if you use that very common house rule, you need some ruling on how you can move when you're out of action. That is, if you movement is divided by 4. Do you: A: decide on your action where you are going to move the next 3 initative passes? B: Decide every initative pass where you will move (even if you don't actually have an action)? C: Same as above, except being able to set movement mode (walk/run), stop if you want So what do you think? So far I've given people with 1 initative pass total freedom on movement when they are out of actions (option C) but now I'm considering limiting the movement to continuing what they were gonna do OR stop (since they don't have time to think and react as easily as those with more passes). This keeps the advantage with the high IP guys, but prevents the stupid Lemmings effect where people with 1 pass keep running down the stairs where there is not a Fire Elemental ready to BURN. Also, the bookkeeping involved with having 6 or more NPCs moving independently even when they don't have passes is tedious. Well, way I figure it would work is: Lets say you have 1 IP. You still act on the 1st IP (Which is also the first movement IP) and you get to set you're movement speed with a walk/run/sprint action. You then move however far for that movement IP. If you don't want to do anything yet (Because you haven't gotten where you wanted to yet) then you hold your remaining actions until you get to where you want to. So you might hold off until the 4th movement IP before you actually do your attack or whatever. Similarly if you had 3 IP, you would act on 1st movement IP, and then get to choose three of the four movement IPs on which to take actual actions. And as for changing direction or stopping, I think this falls under the question of it you still have actions left or not. If you still have actions left, then you can react (Because IPs are a measurement of reaction speed, and actions are a subdivision of IPs, kinda), and if not then you're too focused on other things, or simply can't react quickly enough to stop or change direction or whatever. QUOTE Edit: Urk never mind seems like there are more rules I didn't remember... it seems now the rules say you keep moving if you're out of actions. It doesen't say you can stop if something happens, but I don't think it's a bad ruling. But changing course? Hmmm. Also I haven't been convinced yet if taking a sprint action "lasts" or not. Previously I have allow 2 per phase and let them all stack, which means wired characters can move pretty fast, if they have good running skill. Running with the free action seems to recent every phase though, so if you want to keep on running you need to expend a new free action (which means you can't use them for anything else such as Intercept attack). Sprinting on the other hand only gives a slight boost to the total movement, so having to test, then dive, then add to movement rate, and then afterwards subtract it from the movement rate again seems a bit tedious.... The sprinting deal isn't that bad. You just divide by your number of IPs and that is how much extra you move in that IP. It does get a little murky if you're dealing with the 'always assume 4 IPs for movement', but still not too bad if you do it right. Basically just go with (movement type + sprint bonus)/4 per movement IP from whenever the person sets movement type to whenever they have another chance to set movement type. So a 3 IP person could sprint all out, and it would last for movement IPs 1 and 2, and then on movement IP 3 they would take their 2nd real IP and then you would have to refigure how quickly they move. Sounds really complicated trying to explain it, but it isn't so bad. Gameplay example: GM: Okay, everyone roll init *Lots of rolls*. Alright, first IP, what is everyone doing. Mr. 3 IP: Okay, I'm going to run down the hallway to engage in melee, I'm using both actions to sprint all out here. I get 3 hits and 2 hits, so 10m/ct bonus. Mr. 1 IP: I'm going to run down the hall too, but I won't sprint, want to save my actions till I get closer. GM: Okay, Mr. 3 IP, you move ((25+10)/4)m down the hallway, and Mr. 1 IP, you move (25/4)m down the hallway. 2nd movement IP, does anyone want to take an action? Both: No. Gm: Alright, you both move the same distance as last time, Mr. 3 IP, you're only 5 m away from the baddies now. 3rd movement IP, actions? Mr. 3 IP: Alright, I'll take my second IP now. Free action to keep running and finish closing in, then complex to kick butt. Mr. 1 IP: Crud, I'll finish my 1 IP now and just shoot them twice with my pistol or I'm not going to get to kill anything. Gm: Good, one of the guards throws a grenade. 4th movement IP now. Actions? Mr. 3 IP: Umm... full run away from the grenade, cool, 4 hits and 4 hits again. I get ((25+16)/4)m away from the grenade. Mr. 1 IP: Crud, I've used my actions, I can't stop or change direction or anything, so I keep running right onto the grenade, why did I have to focus on shooting my pistol? Gm: BOOM! Mr. 1 IP: *sigh* hand me another character sheet. So, not overly complex, though a small amount of extra work remembering what personal IP people are on and if they still have actions left and so on. It's up to you if it is worth the extra trouble or not. |
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#48
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,288 Joined: 4-September 06 From: The Scandinavian Federation Member No.: 9,300 ![]() |
Well, way I figure it would work is: Lets say you have 1 IP. You still act on the 1st IP (Which is also the first movement IP) and you get to set you're movement speed with a walk/run/sprint action. You then move however far for that movement IP. If you don't want to do anything yet (Because you haven't gotten where you wanted to yet) then you hold your remaining actions until you get to where you want to. So you might hold off until the 4th movement IP before you actually do your attack or whatever. Similarly if you had 3 IP, you would act on 1st movement IP, and then get to choose three of the four movement IPs on which to take actual actions. And as for changing direction or stopping, I think this falls under the question of it you still have actions left or not. If you still have actions left, then you can react (Because IPs are a measurement of reaction speed, and actions are a subdivision of IPs, kinda), and if not then you're too focused on other things, or simply can't react quickly enough to stop or change direction or whatever. The sprinting deal isn't that bad. You just divide by your number of IPs and that is how much extra you move in that IP. It does get a little murky if you're dealing with the 'always assume 4 IPs for movement', but still not too bad if you do it right. Basically just go with (movement type + sprint bonus)/4 per movement IP from whenever the person sets movement type to whenever they have another chance to set movement type. So a 3 IP person could sprint all out, and it would last for movement IPs 1 and 2, and then on movement IP 3 they would take their 2nd real IP and then you would have to refigure how quickly they move. Sounds really complicated trying to explain it, but it isn't so bad. Gameplay example: GM: Okay, everyone roll init *Lots of rolls*. Alright, first IP, what is everyone doing. Mr. 3 IP: Okay, I'm going to run down the hallway to engage in melee, I'm using both actions to sprint all out here. I get 3 hits and 2 hits, so 10m/ct bonus. Mr. 1 IP: I'm going to run down the hall too, but I won't sprint, want to save my actions till I get closer. GM: Okay, Mr. 3 IP, you move ((25+10)/4)m down the hallway, and Mr. 1 IP, you move (25/4)m down the hallway. 2nd movement IP, does anyone want to take an action? Both: No. Gm: Alright, you both move the same distance as last time, Mr. 3 IP, you're only 5 m away from the baddies now. 3rd movement IP, actions? Mr. 3 IP: Alright, I'll take my second IP now. Free action to keep running and finish closing in, then complex to kick butt. Mr. 1 IP: Crud, I'll finish my 1 IP now and just shoot them twice with my pistol or I'm not going to get to kill anything. Gm: Good, one of the guards throws a grenade. 4th movement IP now. Actions? Mr. 3 IP: Umm... full run away from the grenade, cool, 4 hits and 4 hits again. I get ((25+16)/4)m away from the grenade. Mr. 1 IP: Crud, I've used my actions, I can't stop or change direction or anything, so I keep running right onto the grenade, why did I have to focus on shooting my pistol? Gm: BOOM! Mr. 1 IP: *sigh* hand me another character sheet. So, not overly complex, though a small amount of extra work remembering what personal IP people are on and if they still have actions left and so on. It's up to you if it is worth the extra trouble or not. A bit lazy to quote it all but here it is...¨ For charging etc. it works fine. However the Lemmings effect is kinda stupid, especially when there are several IP phases until mr. lemming hits the "dead end." That could actually mean a second or more of running and the lemming can't do anything but continue. I'd give him a reaction check to stop at the very least. Remember that even if you're out of actions, you can still make defense tests based off the Reaction attribute, regardless of passes. You can even make a full dodge, taking one of next round's complex actions even when you're out of actions. So the rules already give presedence that having an IP isn't necessary to react to something (you just need to be aware of it). If you're a mean GM you could force mr lemmings to do a perception check to spot the obvious, but I think I'd just keep the reaction check if it was something unforeseen and sudden (say, during his action), and otherwise let him at least stop. As an alternative you could do it close to making full dodge, by having mr. lemming spend a free or simple action in advance that he loses next turn. |
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#49
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 ![]() |
A bit lazy to quote it all but here it is...¨ For charging etc. it works fine. However the Lemmings effect is kinda stupid, especially when there are several IP phases until mr. lemming hits the "dead end." That could actually mean a second or more of running and the lemming can't do anything but continue. I'd give him a reaction check to stop at the very least. Remember that even if you're out of actions, you can still make defense tests based off the Reaction attribute, regardless of passes. You can even make a full dodge, taking one of next round's complex actions even when you're out of actions. So the rules already give presedence that having an IP isn't necessary to react to something (you just need to be aware of it). If you're a mean GM you could force mr lemmings to do a perception check to spot the obvious, but I think I'd just keep the reaction check if it was something unforeseen and sudden (say, during his action), and otherwise let him at least stop. As an alternative you could do it close to making full dodge, by having mr. lemming spend a free or simple action in advance that he loses next turn. Yeah, I'd forgotten that you can dip into a future action. So yeah, no need to have the lemming affect, they just have to burn a free/simple/complex (Depending on what they want to do) action from their next IP. |
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#50
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,288 Joined: 4-September 06 From: The Scandinavian Federation Member No.: 9,300 ![]() |
Yeah, I'd forgotten that you can dip into a future action. So yeah, no need to have the lemming affect, they just have to burn a free/simple/complex (Depending on what they want to do) action from their next IP. That could work. Stop= free action (takes no more time than a quick swing of a sword in an intercept), change direction=simple action (needs a sprint), quick stop and then running opposite direction at full speed=2 simple actions (double sprint). |
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