Time and Motion
February 7, 2006 12:39 am
So last night I tried to come up with a cool system for movement that would cover different types of terrain and how competent a character was and how they were moving and if they’ve been injured. Problem was it ended up with some maths and some numbers to look up in a table for each way of moving. Far too complicated.
So I’m going for something simpler. All character can move a fixed distance each action depending on the type of terrain their crossing. The worst terrain applies for the entire distance. This takes injuries into account as if they have three dice they can move three times, two dice twice and for one dice once! Real rocket science. Now all I need to do is work out the fixed distances they can move for an action when they are walking, crawling, swimming, climbing etc.
This makes a whole load of possible characteristics like running, swimming and climbing less useful. It also means that no one can chase down another character that wouldn’t be like the chases you see in action shows. So what I’m going to do is let a players roll as an action for their characters to move a greater distance than the basic distance. The player will get to choose the distance they’d like to move and this will determine the difficulty. The down side to rolling is that if you fail you may not go anywhere at all for an action.
