Looking at the tables in page 84 of the rulebook I'm a bit surprised.
It seems like for the average human it takes almost a minute to run 100 meters. What is this about?
Also, it seems like the average walking speed is 2.9km/h. I'm sorry but this fells a bit slow. I think in normal terrain this can go easily up to 4 km/h without putting any effort, and probably 5km/h.
Let me put you another example:
An average human character has dex=11, thus it has 2 combat actions and a movement rate of 4m. Therefore in a combat round (= 5s) it can run 16m, Therefore being able to run 100m in 31.25s...
Considering there are 12 combat rounds per minute: 12x16m = 192m per minute and not the 96 in the table. This is what shocked me of the table, who takes a minute to RUN 100m?
Considering that the world record of 100m is under 10s, That corresponds to moving 50m per round (5s),
It seems like they just considered 1 combat action per combat round.
This just extends to all the numbers in that table, making movement slower than I think it should be.
To be honest, the whole fixed movement rate for each species I find flawed. If I remember correctly in the rq4 manual (that is somewhere in the internet), the movement rate is calculated as mov=(dex+siz)/5 for humanoids and mov=(dex+siz)/3 for quadrupeds. I think this is a more realistic solution. The average human still ends up with a mov = 4m, but it is possible for humans to go up to mov=7m for someone with dex and siz = 18.
I think that the multipliers for running should probably be higher, But that the movement should be per combat round and not combat action, as the difference in number of combat actions would make to big a difference.
It might be that the table has an error and the only change necessary is "combat action" to "combat round" but if there is no change on the movement rate of everything it makes for a stupid table. A horse (mov=6m) would need more than 45 second to run 100m... and that just doesn't make sense.
So, I see the flaws, but I'm not sure how to fix it. making the variable movement is definitely an improvement, but doesn't fix the overall slow movement rate of everything.
Any ideas?
It seems like for the average human it takes almost a minute to run 100 meters. What is this about?
Also, it seems like the average walking speed is 2.9km/h. I'm sorry but this fells a bit slow. I think in normal terrain this can go easily up to 4 km/h without putting any effort, and probably 5km/h.
Let me put you another example:
An average human character has dex=11, thus it has 2 combat actions and a movement rate of 4m. Therefore in a combat round (= 5s) it can run 16m, Therefore being able to run 100m in 31.25s...
Considering there are 12 combat rounds per minute: 12x16m = 192m per minute and not the 96 in the table. This is what shocked me of the table, who takes a minute to RUN 100m?
Considering that the world record of 100m is under 10s, That corresponds to moving 50m per round (5s),
It seems like they just considered 1 combat action per combat round.
This just extends to all the numbers in that table, making movement slower than I think it should be.
To be honest, the whole fixed movement rate for each species I find flawed. If I remember correctly in the rq4 manual (that is somewhere in the internet), the movement rate is calculated as mov=(dex+siz)/5 for humanoids and mov=(dex+siz)/3 for quadrupeds. I think this is a more realistic solution. The average human still ends up with a mov = 4m, but it is possible for humans to go up to mov=7m for someone with dex and siz = 18.
I think that the multipliers for running should probably be higher, But that the movement should be per combat round and not combat action, as the difference in number of combat actions would make to big a difference.
It might be that the table has an error and the only change necessary is "combat action" to "combat round" but if there is no change on the movement rate of everything it makes for a stupid table. A horse (mov=6m) would need more than 45 second to run 100m... and that just doesn't make sense.
So, I see the flaws, but I'm not sure how to fix it. making the variable movement is definitely an improvement, but doesn't fix the overall slow movement rate of everything.
Any ideas?