Xemides said:
gran_orco said:
:?: :?: :?: 3X is more than 5X ????
I men in each CA 3x is more than 5x in the whole round. If you have 4 CA, 3x2x8 m would be 48 m, more than 40 m.
If of course the 5x8 m is the maximum Distance per Round, it makes sense.
But that makes is difficult to understand what is the sense in x3 per CA if the charakter cannot move it in a typical Round.
The important thing to remember is that in RQ/Legend Movement is Per Round, not Per Action. If you have a Move of 8m and 3 Combat Actions you can move 8m in the first action, and then not move at all in actions 2 and 3, or move 3m in the first action, a further 3m in the second then the remaining 2m in the third - or any other combination of moves you choose, providing you don't exceed 8m per round.
The same approach applies to Charging and Sprinting - there is a maximum distance you can move in a round - you can split this up amongst your actions as you like, but now you are additionally constrained by the "per action" limit. So if I can sprint 40m in a round, (5 x move) but can't go more than 24m in an action (3 x move) then moving the full 40m will take up at least two of my actions (I could sprint 20m in each, or 24m in the first and the remaining 16 in the second etc).
I'd suggest the following movement rules.
Standard Move - Maximum distance per round = MOV, Maximum distance per CA = MOV
- A character can combine a standard move of up to 1/2 MOV with an Attack
Sprint Move - Maximum Distance per round = 5x MOV, Maximum distance per CA = 3x MOV
- A character who is Sprinting can not do anything else in a CA in which they move
- If a character Sprints in a round, all subsequent movement must be a Sprint
- A sprinting character who stops moving can not start again until next round
Charge Move - Maximum Distance per round = 3x Mov, Maximum distance per CA = 2x Mov
- A character who is charging can make 1 attack in the round as part of the charge
- Minimum Distance per action = 1/2 Mov
This means you don't have to declare Sprints or Charges at the start of the round, but can't
keep starting and stopping sprinting through a round.