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4/21/2013

Movement & Distance

Movement: 12"

My understanding of the notation (") used above -- an artifact of wargaming systems which represented actual inches on the game table -- is that a creature rated at 12" can move 12 yards outdoors or 12 feet in the dungeon per round. Does this differ from your reading? And how would you like to see movement rates expressed in PETTY GODS?
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A Simple Way to Resolve Pursuits
  • All parties involved in pursuit will roll a number of dice and then compare results to determine the outcome.
  • Determine number of "movement dice" -- Subtract 10 from movement rate to determine number of d6 to roll (eg. a standard movement rate of 12" would be 2d6 [12 - 10 = 2]).
  • Pursuer(s) rolls first. This result is the # to beat to evade attack/capture.
  • Pursuee(s) roll. If the result is above the Pursuer's roll, attack/capture has been evaded. If the result is below, then attack/capture is possible.
  • Pursuer may decide which Pursuee to attack if there is more than one low roll.
For  movement rates below 10" -- These characters/creatures must hide rather than flee because their slow speed makes flight impractical.

Possible modifier(s) -- Negatives for running blind (eg. in a forest at night).

Example: Mung the Cleric and Joff the Fighter are fleeing through a forest from a trio of three-armed Hoons. Joff has the standard 12" movement rate, but Mung is encumbered by an excess of loot, equipment and armor so his rate is reduced to 11". Hoons have a 14" movement rate.

The DM elects to make one 4d6 roll for all three Hoons. Result: 15.

Joff rolls 2d6. Result: 5.

Mung rolls 1d6: Result: 6.

The Hoons easily catch up with Joff who -- judging from his low roll -- must have tripped over a root. Mung evades the monsters for the moment. The DM determines that two Hoons attack the fighter while the third continues to pursue the cleric. (Had the cleric's roll been higher than the Hoons initially, then the monsters would not have this option.)

The DM rolls 4d6 for the Hoon. Result: 13.

Mung rolls 1d6. Result: 3.

The Hoon has no problem overtaking the overloaded cleric.

10 comments:

  1. Assuming one minute rounds, multiply those foot (indoor) and yard (outdoor) distances by 10.
    To answer your second question, I'm cool with rpgs having taken that step away from their tabletop miniatures roots. For XPG let's call a foot a foot, per LabLord; printing distances in inches and having to do scaling math is archaic now. We'll have been at this 40 years next year.
    Don't get me wrong, though. I use AD&D for tabletop skirmish rules and move my figs around in inches for that.

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  2. I like your pursuit idea except that it puts the ball almost entirely in the pursuer's hands. Two things come to mind as major influencers:
    1) The terrain; and
    2) Are the figures in flight experienced in Escape and Evasion? E&E is a skill that can be trained into people, and probably just developed over the span of a shifty life.
    I get the sense that your proposal is one of let's pare this down to as simple as freaking possible (correct me if I'm wrong), and I am for that. But how fast one can run is not always the governing factor. By way of example, a goodly number of NATO personnel have successfully dodged capture behind enemy lines long enough for extraction or reinforcement units to find them, all the while surrounded by "orcs".

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    1. Yeah, I guess it does not take into account any tactics -- or at least it assumes that both parties are equally skilled in this area. I suppose there could be a bonus based on experience.

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  3. And running blind in a forest at night could cut either way. Forests at night are just plain weird to begin with. Then add erratic light, ramped emotions, crappy weather, yadda, yadda, yadda. That shit's crazy.

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  4. All editions (to my knowledge) use a scale of 1" = 5ft.

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    1. @Chris

      That is wrong. In early editions, 1" is more often 10 feet (or 10 yards in the wilderness).

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  5. I'm just happy to see the THREE-ARMED HOONS get some love.

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  6. @Greg

    From Moldvay:

    "Encounter movement is determined by dividing the base movement rate by 3"

    So a base movement of 120' = 40 feet per round of tactical movement.

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  7. I don't think your chase rules are compatible with how I see movement rules written in most rule sets. For example, just wearing leather in Moldvay drops the movement to 90' (or 9") which would give the character 0 (!) movement dice in your scheme (that is, automatic failure).

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    Replies
    1. Hmm yeah I could definitely tweak this to fit Moldvay's scheme though. Thanks for the info, Brendan!

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