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Offline whystle

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Moving faster than a run
« on: April 27, 2012, 01:05:29 AM »
The movement rules (page 19, last paragraph of section) states:

"Characters may move faster than a Run, but doing so requires an Athletics skill roll, with the actual number of feet moved per each AP in the round being equal to the character's actual result of the roll."

So, I'm interpreting this to mean the following:

a) On a successful Athletics check the character moves a number of feet equal to the sum of the dice rolled for the Athletics check (assuming it is an exploding roll). That is, this roll replaces the run rate of double their base movement speed.

b) On a failed Athletics roll, the character does not move any additional feet per AP beyond the rate for a run (double Base Movement Rate).

Regarding the above, it seems the reasoning could be that sprinting (moving beyond the rate of a run) requires some conditioning and under the duress of combat isn't guaranteed to succeed (we don't always perform optimally).

However, on a success if I am interpreting the rules correctly it appears the odds are that a character will end up moving less than 2x their movement rate (run rate) most of the time.  Even with exploding dice most of the time folks will roll < 20 (of course stat and skill bonuses will increase this).

Perhaps the rule should be interpreted as:

1) On a successful Athletics roll, the number of feet moved per AP is equal to double the character's Base Movement Rate plus the actual number rolled on the Athletics check. That is, the number rolled is in addition to the run rate. A failure indicates no additional movement rate beyond the run rate of double the character's base movement rate.

Most of the time that will provide between some additional boost to run rate. Even with one exploding dice the results don't seem too odd; but there's that 1% case where both dice explode on the first toss thus adding at least 20 feet.  Yet, even that's not too disconcerting.

However, if the successful Athletics check REPLACES the run rate (instead of being in addition to it), then it seems a bit off.  The chances of equaling or bettering the run rate is too low.

Any insights? Am I missing something obvious.

imported_Rasyr

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Moving faster than a run
« Reply #1 on: April 27, 2012, 03:06:34 AM »
Not sure you are missing anything. Perhaps simply not seeing it  in quite the same manner as I do...

Run (moving 20' per AP for most characters) -- This requires no roll at all...

Moving Faster than a Run -- basically has a base TN of 20, and if they fail, then the GM gets to decide if they are simply stuck moving at 20' per round OR if the result is the speed moved (i.e. a result of 18 means you only move 18' per AP this round). Personally, I would go with the latter.

Yes, with little to no ranks in Athletics, there will be fewer instanced of moving greater than 20' per AP...

But, that is part of the point, they need NOT make the roll in athletics, they can simply move 20' per round. You only make the rollif you want to move faster....
As the character gains skill and ranks in Athletics properly, the chances of messing up that role are higher...

And note: anybody chasing them is limited to the same thing....

Offline whystle

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Moving faster than a run
« Reply #2 on: April 27, 2012, 06:14:29 PM »
Thanks for taking the time to clarify that.