IPB

Welcome Guest ( Log In | Register )

2 Pages V  < 1 2  
Reply to this topicStart new topic
> Movement, seemingly absurd
Irion
post Aug 9 2010, 05:57 AM
Post #26


Neophyte Runner
*****

Group: Members
Posts: 2,236
Joined: 27-July 10
Member No.: 18,860



Tactical movement is not to be compared with running in olympics or something.

I mean, sure I could run 100m under 11 sec, even with a backback.
But I could not do it on slippery floor, around corners. I certainly would hit the wall trying.
Ideal for dividing would be 12 and 24m per Combat turn. I would go with 12.
Go to the top of the page
 
+Quote Post
Saint Sithney
post Aug 9 2010, 10:05 AM
Post #27


Runner
******

Group: Members
Posts: 2,705
Joined: 5-October 09
From: You are in a clearing
Member No.: 17,722



Yeah, being able to split runs evenly along 1,2,3,+4 IPs would be nice, but then, what about the walking rate?
Go to the top of the page
 
+Quote Post
Draco18s
post Aug 9 2010, 01:23 PM
Post #28


Immortal Elf
**********

Group: Members
Posts: 10,289
Joined: 2-October 08
Member No.: 16,392



QUOTE (Saint Sithney @ Aug 9 2010, 06:05 AM) *
Yeah, being able to split runs evenly along 1,2,3,+4 IPs would be nice, but then, what about the walking rate?


6, probably. The only number it doesn't divide by is 4 (but it is only 1.5m which isn't too difficult to deal with).
Go to the top of the page
 
+Quote Post
jimbo
post Aug 9 2010, 07:30 PM
Post #29


Moving Target
**

Group: Members
Posts: 158
Joined: 5-April 10
Member No.: 18,418



QUOTE (Draco18s @ Aug 9 2010, 08:23 AM) *
6, probably. The only number it doesn't divide by is 4 (but it is only 1.5m which isn't too difficult to deal with).


Yeah, just put the impetus on players...you can move 1 or 2 meters per IP, your choice, but no more than 6 meters over the whole turn.
Go to the top of the page
 
+Quote Post
DireRadiant
post Aug 10 2010, 02:31 AM
Post #30


The Dragon Never Sleeps
*********

Group: Admin
Posts: 6,924
Joined: 1-September 05
Member No.: 7,667



If we are worried about simulating reality in our shadowrun game, I think there are other oddities then the running rates that are perhaps a little less realistic simulations.
Go to the top of the page
 
+Quote Post
Saint Hallow
post Aug 10 2010, 02:34 AM
Post #31


Moving Target
**

Group: Members
Posts: 328
Joined: 3-March 10
Member No.: 18,233



I thought 1 of the key reasons people loved SR was that it wasn't a tactical game (despite all the weapons and combat themes in it)? Minis and a combat map aren't required for the game so you don't need to check for AOO's, threatened squares, etc. If such was the case, then I could see movement rates and limits being important. MY GM always played it by ear and eyeballed it if a person could run or get to a certain location/distance within a time alloted.
Go to the top of the page
 
+Quote Post
tifunkalicious
post Aug 10 2010, 02:45 AM
Post #32


Target
*

Group: Members
Posts: 38
Joined: 13-July 10
Member No.: 18,820



indeed, ive been trying to run the game on a square mat with minis out of habit and honestly it has taken away from some of the combat. I am planning to use my mat/markers simply to make a list of who is in melee with who or who is behind what kind of cover and simply using print-outs or drawn maps
Go to the top of the page
 
+Quote Post
DireRadiant
post Aug 10 2010, 03:02 AM
Post #33


The Dragon Never Sleeps
*********

Group: Admin
Posts: 6,924
Joined: 1-September 05
Member No.: 7,667



You just need to run faster then your teammate.
Go to the top of the page
 
+Quote Post
Brazilian_Shinob...
post Aug 10 2010, 12:42 PM
Post #34


Shooting Target
****

Group: Dumpshocked
Posts: 1,989
Joined: 28-July 09
From: Somewhere along the brazilian coast
Member No.: 17,437



Me and Garou changed the rules for running to work like this:
We've changed the movement rates of everyone to make them divisible by 4 (Humans, Orks, Elves run 24m, dwarves run 20 and Trolls 36m per combat turn).
Each IP you move 1/4 of the total movement.
You make a single running test for combat turn. The hits you get are applied to every IP since you started running (with three when doing the test on the first IP, a Trolls would run 11m per IP).
This way, people with faster reactions won't be able to outrun a bike or car but they will be able to do other stuff while running (which is the whole point of having faster reactions). If you want to run faster, get some muscles and better oxygenation.
Go to the top of the page
 
+Quote Post
Shinobi Killfist
post Aug 10 2010, 06:21 PM
Post #35


Neophyte Runner
*****

Group: Members
Posts: 2,431
Joined: 3-December 03
Member No.: 5,872



QUOTE (DireRadiant @ Aug 9 2010, 09:31 PM) *
If we are worried about simulating reality in our shadowrun game, I think there are other oddities then the running rates that are perhaps a little less realistic simulations.


Exactly. I'd also point out that people always seem hell bent on interpreting the rules in the way that makes it seem the worst to them.

"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."

That is the total of the running rules right there.

The rules are silent on what happens if you use multiple SA per pass, and each additional pass you have. So lets say you get 7 hits due to a 20 die pool in running, you go 14 extra meters this turn. If you make another SA running test is it another 14 meters or is it best of? The 14 meters will be divided among your 4 passes like the rest of your movement, but even if you can use both SAs in a pass and they stack do the next 2 SA in the next pass stack on top of that or is it a if you can beat the last rolls you go at the new speed. The rules don't say so people assume and get bitchy about it.

Personally I am fine with cyber/adept monsters running at 70 MPH, I have no problem with reactions including that just like how they let you punch and kick more often and shoot more people, you can pump your legs in running more often. So if the stacking up to absurdity is how the rules are intended I am fine with that.
Go to the top of the page
 
+Quote Post
Warlordtheft
post Aug 10 2010, 09:18 PM
Post #36


Neophyte Runner
*****

Group: Members
Posts: 2,328
Joined: 2-April 07
From: The Center of the Universe
Member No.: 11,360



Something to ponder:

The current 100m record is 9.58 seconds (approximately 32 meters per combat turn).

Your average person (Str 3) woud not match that.
Your average athelete (Str 4, Athletics 3) would need 4 Successes to reach this speed.

At base speed of 25, you would need 30 successes to go 100 KPH (60 MPH).



Go to the top of the page
 
+Quote Post
Voran
post Aug 10 2010, 10:46 PM
Post #37


Running Target
***

Group: Members
Posts: 1,405
Joined: 23-February 04
From: Honolulu, HI
Member No.: 6,099



Do we all make the 6 million dollar man sound effect when we run?
Go to the top of the page
 
+Quote Post
Malachi
post Aug 10 2010, 11:08 PM
Post #38


Running Target
***

Group: Members
Posts: 1,228
Joined: 24-July 07
From: Canada
Member No.: 12,350



QUOTE (Brazilian_Shinobi @ Aug 10 2010, 06:42 AM) *
Me and Garou changed the rules for running to work like this:
We've changed the movement rates of everyone to make them divisible by 4 (Humans, Orks, Elves run 24m, dwarves run 20 and Trolls 36m per combat turn).
Each IP you move 1/4 of the total movement.
You make a single running test for combat turn. The hits you get are applied to every IP since you started running (with three when doing the test on the first IP, a Trolls would run 11m per IP).
This way, people with faster reactions won't be able to outrun a bike or car but they will be able to do other stuff while running (which is the whole point of having faster reactions). If you want to run faster, get some muscles and better oxygenation.

Pretty much identical to how I handle movement in my games. I allow for re-tries of the movement test, but only the latest try applies and you only get the new speed for your "unspent" IP's in that Combat Turn.
Go to the top of the page
 
+Quote Post
Draco18s
post Aug 10 2010, 11:22 PM
Post #39


Immortal Elf
**********

Group: Members
Posts: 10,289
Joined: 2-October 08
Member No.: 16,392



QUOTE (Voran @ Aug 10 2010, 06:46 PM) *
Do we all make the 6 million dollar man sound effect when we run?


There's a separate cyberimplant for that.
Go to the top of the page
 
+Quote Post
Tiny Deev
post Aug 11 2010, 10:23 AM
Post #40


Moving Target
**

Group: Members
Posts: 111
Joined: 21-July 08
Member No.: 16,154



Why do people run so fast? Its magic!

Hihi.
Go to the top of the page
 
+Quote Post

2 Pages V  < 1 2
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 27th November 2025 - 01:20 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.