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#1
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Moving Target ![]() ![]() Group: Members Posts: 393 Joined: 2-July 07 Member No.: 12,125 ![]() |
So, unless I am doing something wildly incorrect, a Simple Action sprint check, taken twice, can let an athletic - not even necessarily augmented - character approach 35 mph+ without too much trouble.
So what have you all done about this absurdity? Ignored it? Allowed only one meat-body movement per turn? |
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#2
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
25 Meters per turn
Olympic Athlete: 6 agility 6 athletics +2 specialization in running 14 dice average 1/3 sucesses: 4.5 = 9 meters per turn Two simple actions = 18 meters per turn total bonus 43 meters per turn = 14.33 meters per second 14.33 meters per second = 32 mph Fasted human in the 5th world: ~26mph Yep, this is a hinky running system. it allows an non-modified person with max natural attribute/skill to average a speed higher than the fastest human alive today. If you reduced this to 1 meter per turn per success bonus, then you get about 25 mph for an olympic athelete, with up to upper 30s mph with drastic successes (ie Karma). |
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#3
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
And? It is ignored. Does it really matter?
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#4
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Shooting Target ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 1,989 Joined: 28-July 09 From: Somewhere along the brazilian coast Member No.: 17,437 ![]() |
Just consider a combat turn during 4 seconds (one for each possible IP) instead of 3. This alone removes the weirdness of sprinting.
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#5
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,000 Joined: 30-May 09 From: Germany Member No.: 17,225 ![]() |
Eh, also i am not convinced that is how they ment it. But yeah... that's like it is written.
In my game you can sprint, make ONE test and add the speed, and you have to "keep it up" by always spending a simple action in each IP, no added bonus. Also i am thinking about forcing a sprint for the whole CT. You know... no one can just stop running just like that (except for running into a wall i guess). |
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#6
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Douche ![]() ![]() ![]() ![]() Group: Banned Posts: 1,584 Joined: 2-March 11 Member No.: 23,135 ![]() |
Really the problem is that the Movement Rates are already too damn high. Walking is about 7.5mph, and Running is about 18.5 mph. For most people that would make Walking in Shadowrun a pretty quick jog, and Running a flat-out sprint.
It would be more realistic if you more or less halved the movement rates: 5 and 15. Anything over that would require a Running test (keep that 2m per hit). That's about 4 and 11 mph. Remember that at Walking speed you're taking no penalties to your actions. That way an average well-practiced runner (let's say STR 3 and Running 3, or ~2 successes) would be able to pull about 14mph with one Sprint action, and 17mph with two. At STR 6 and Running 6 (world class), you're looking at ~4 successes, or 17mph with one Sprint action, and 23mph with two. So a world class sprinter who is the peak of human running perfection could conceivably hit or beat the 26mph mark. |
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#7
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Moving Target ![]() ![]() Group: Members Posts: 113 Joined: 2-September 08 Member No.: 16,303 ![]() |
For the regular walking/running, I think fast hustle to short sprint. The movement rates given are the top end, as nothing stops you from going slower.
The thing that bugs me is the movement rate being spread over an entire Combat Turn. Aside from Nameless in 2nd Ed (opening story, considering going through a crowd at 80 kph or thereabouts) I just like the idea of a boosted sam' tearing it up. For the rest, I'm willing to consider it an abstraction. |
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#8
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
I'm more concerned with playability than realism, in cases like this. Personally I'd much rather see players able to move their characters too far than not far enough (take a look at the wacky movement rates in Dark Heresy, for example, if you want to advance while firing, shoot then fall back, etc, etc, you slow to a crawl!). It's more fun for a game to err on the side of moving too fast, I believe, especially when dealing with the "better than human" undercurrent of many Shadowrun characters. It feels pretty awesome when a superhumanly athletic Street Samurai or Adept is able to scramble around and evade the bad guys, IMHO.
It would be simple enough to make that tiny tweak to a combat turn's length (as mentioned above, bumping it to a 4 or 5 second combat round), if it's really an issue that breaks the game for you. |
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#9
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Target ![]() Group: Members Posts: 12 Joined: 28-August 09 Member No.: 17,569 ![]() |
Two simple actions = 18 meters per turn total bonus Hmmm, I never read it that the bonuses from subsequent checks would stack, but rather overlap. I figured the only point of spending another action that turn to check again would be to make up for a poor original roll. |
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#10
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 9-September 10 From: Minneapolis, MN Member No.: 19,032 ![]() |
So what have you all done about this absurdity? Ignored it? Allowed only one meat-body movement per turn? Ignored it. Sometimes in games, realism takes a backseat to ease-of-use and overall fun. As I've said before: This isn't real life. It's Shadowrun, it's supposed to be BTL. If a player of mine ever did more than one sprint-check in a combat turn, I'd do some basic realism adjustments to the rules. I.e. you need to make endurance checks of some sort to keep running that fast. |
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#11
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
Hmmm, I never read it that the bonuses from subsequent checks would stack, but rather overlap. I figured the only point of spending another action that turn to check again would be to make up for a poor original roll. Same here. It looks like the intent of the rule is to replace a Run free action with a Sprint simple action, roll the dice, and move faster than your standard running rate. |
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#12
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Douche ![]() ![]() ![]() ![]() Group: Banned Posts: 1,584 Joined: 2-March 11 Member No.: 23,135 ![]() |
I'm more concerned with playability than realism, in cases like this. Personally I'd much rather see players able to move their characters too far than not far enough (take a look at the wacky movement rates in Dark Heresy, for example, if you want to advance while firing, shoot then fall back, etc, etc, you slow to a crawl!). It's more fun for a game to err on the side of moving too fast, I believe, especially when dealing with the "better than human" undercurrent of many Shadowrun characters. It feels pretty awesome when a superhumanly athletic Street Samurai or Adept is able to scramble around and evade the bad guys, IMHO. It would be simple enough to make that tiny tweak to a combat turn's length (as mentioned above, bumping it to a 4 or 5 second combat round), if it's really an issue that breaks the game for you. If you tweak the combat turn length, you start to run into the problem of two actions taking too long to be realistic. Ten meters is a long way to walk for one combat turn, with no penalty. If you're in an indoor environment, 10 meters could easily be room to room to room. At my apartment it's about 10 meters from the front door to the bedroom, almost a straight shot, and it takes me 6 seconds to walk it without slamming into a piece of furniture. If I had to actually take corners, it'd take me a little longer. Not that I'd complain too much about the realism. It's more that the high Walking speed means that people hardly ever seem to run unless they're in big open spaces. Indoors, 10 meters will get you to just about anywhere you want to be. |
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#13
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Douche ![]() ![]() ![]() ![]() Group: Banned Posts: 1,584 Joined: 2-March 11 Member No.: 23,135 ![]() |
I just checked back in the SR3 book since I was curious. Walking speed was Quickness in meters per combat turn, and running speed was 3 times that for humans. It's odd that the SR4 designers would amp up movement so much.
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#14
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,336 Joined: 24-February 08 From: Albuquerque, New Mexico Member No.: 15,706 ![]() |
Shadowrun <> Real World Walking Rate 3.33 m/s <> 1.51 m/s Running Rate (Guerrouj 1500m) 8.33 m/s < > 7.28 m/s Sprinting Rate (Dice Pool 6 / Bolt 100m) 9.66 m/s < > 10.44 m/s [Single Sprint Action, Average Hits] 11.00 m/s < > 10.44 m/s [Two Sprint Actions, Average Hits] 19.00 m/s < > 10.44 m/s [Eight Sprint Actions, Average Hits] Sprinting Rate (Dice Pool 12 / Bolt 100m) 11.00 m/s < > 10.44 m/s [Single Sprint Action, Average Hits] 13.66 m/s < > 10.44 m/s [Two Sprint Actions, Average Hits] 29.66 m/s < > 10.44 m/s [Eight Sprint Actions, Average Hits] Sprinting Rate (Dice Pool 20 / Bolt 100m) 11.66 m/s < > 10.44 m/s [Single Sprint Action, Average Hits] 15.00 m/s < > 10.44 m/s [Two Sprint Actions, Average Hits] 35.00 m/s < > 10.44 m/s [Eight Sprint Actions, Average Hits] For those curious: 35.00 m/s is 126km (or 78.29 miles) per hour. Keep in mind that 25m / 3 seconds is the Shadowrun running rate of an Infirm, Incompetent (Running), Strength 1 character with no augmentation, magic, or other enhancements. |
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#15
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Douche ![]() ![]() ![]() ![]() Group: Banned Posts: 1,584 Joined: 2-March 11 Member No.: 23,135 ![]() |
Keep in mind that 25m / 3 seconds is the Shadowrun running rate of an Infirm, Incompetent (Running), Strength 1 character with no augmentation, magic, or other enhancements. Pretty much this. My beef is that characters rarely need to run (and thus take movement penalties) on a regular basis because in realistic environments 10m is a pretty long way. |
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#16
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
That's the real point for me: movement rates never matter at all, especially outside of vehicles. It's a good thing, because you don't have to worry about these bent rules. (IMG:style_emoticons/default/smile.gif)
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#17
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,705 Joined: 5-October 09 From: You are in a clearing Member No.: 17,722 ![]() |
They matter for melee.
Being able to close distance across a block in 3 seconds is the only thing keeping melee in the game. |
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#18
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
I disagree. Melee *isn't* still in the game (har har), and you're supposed to sneak up on them anyway. (IMG:style_emoticons/default/smile.gif)
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#19
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Douche ![]() ![]() ![]() ![]() Group: Banned Posts: 1,584 Joined: 2-March 11 Member No.: 23,135 ![]() |
They matter for melee. Being able to close distance across a block in 3 seconds is the only thing keeping melee in the game. Having the Troll sprint across a third of a football field and slice you in half with a combat axe in the time it takes you to shoot two bullets is a little ridiculous, though. Especially if he gets Initiative on you and you just sit there and go durrr the whole time. My ideal basic movement rates would be something more like: 5/15 for Humans (etc), 4/12 for Dwarfs, and 8/24 for Trolls. |
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#20
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
My point was just that's it's not a miniatures game and (in my personal experience) distances are only used to ballpark firearm ranges and *once* for a vehicle situation. If we played it as a minis/map game, I'd be more worried about the 'runner troll' and the other obviously broken movement rules.
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#21
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,899 Joined: 29-October 09 From: Leiden, the Netherlands Member No.: 17,814 ![]() |
I can see that it's unrealistic. But it's the same rule for PCs and NPCs, so it's not unfair, really.
And how often should sprinting come up? Entering melee combat with someone shooting at you from a housing block distance is absurd. Melee isn't for long-range engagements. It's for running around inside buildings, which tend to have limited-size rooms that you can easily cover in 1-2 rounds. It's for when you bump into enemies. |
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#22
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,748 Joined: 25-January 05 From: Good ol' Germany Member No.: 7,015 ![]() |
So, unless I am doing something wildly incorrect, a Simple Action sprint check, taken twice, can let an athletic - not even necessarily augmented - character approach 35 mph+ without too much trouble. So what have you all done about this absurdity? Ignored it? Allowed only one meat-body movement per turn? You can only Sprint once per Round. because as soon as you change from running to sprinting you can't change it a second Time (only Improve it with a second Check,If the Result is better you take that better result) He who dances only once per Post Medicineman |
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#23
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Douche ![]() ![]() ![]() ![]() Group: Banned Posts: 1,584 Joined: 2-March 11 Member No.: 23,135 ![]() |
You can only Sprint once per Round. because as soon as you change from running to sprinting you can't change it a second Time (only Improve it with a second Check,If the Result is better you take that better result) He who dances only once per Post Medicineman Movement rates are still too fast. |
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#24
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,748 Joined: 25-January 05 From: Good ol' Germany Member No.: 7,015 ![]() |
Well 25 meters / rd and 3 expected successes (Pool 8-10 Dice ) thats about 32 Meters/Second
Very Good but not yet World Record even 4 Successes(Pool 12 ) is still in teh "Ok Range" And yes ; walking range is too fast with a very good Dance Medicienamn |
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#25
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
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