At the risk of being a bore...
Let me be perfectly clear: a lot (and I mean the majority) of you guys are way more knowledgeable than I on this rule system. I am merely answering with my interpretations of RAW. IMO movement in any game system should be written in 2 sections; combat and non-combat movement. There would conceivably be times where the 2 overlap, a thief sneaking down a corridor looking for traps for example, in which case the GM determines which movement rules should be used as best fits the situation.
Deleriad said:I must admit that part of my motivation is because of Wayfarer so I've been back looking at the book. What RAW says is
1. A character can move their MOV in round.
2. A character can sprint/charge up to 5*MOV (minus AP)
Under Combat as an action it says that a character can move their full MOV which then leads to the obvious questions:
If a character moves their full MOV on CA 1, can they move again? Fact: No, see 1.
Can a character move and act in the same action? (Book is silent on this front.) Opinion: Only if they don't move their full move and under specific circumstances such as casting a spell where I'm sure it says you can move at 1/2 speed and maintain concentration.
If a character wishes to move more than their MOV what do they do? (There is actually no 'run' Combat Action). Fact: Sprint, see 2, a 'full round' action (to borrow a D&Dism).
If a character wishes to charge a distance more than their normal MOV, how many CAs does it cost? Opinion: Assuming a Sprint/Charge of 31 metres and 3 CA, if you wish to charge further than this distance it would take 6 CA or 2 full rounds see 2.
If you disengage what is to stop the opponent from simply moving their MOV next action and attacking you again? Nothing. Make sure they can't chase you before you disengage.
In the example of combat, Thrace wishes to charge a trollkin having already acted this round. The GM says that it is far enough to require 2 CAs so he hits on his first action next round. This means that the character must be more than his MOV away. This implies that you are allowed to move more than your MOV and act in the same round. Fact: example uses charge, see 2. If the trollkin was further away ie Thraces max MOV while charging, it would take his full allotment of CA's (3?) before the attack hit. edit: this is contradictory to the charge RAW.
For a player coming to the system new it is very hard to derive any kind of intention out of the rules. Most of it is a matter of making the explanation clearer but some of it I think is that movement is currently handled on a "you can move whatever seems reasonable at the time" basis. That's fine until you have people who like to use battlemats. I think the rules really need to be able to work for them too. Agree. Generic fantasy rules should be playable with or without battlemats. And you shouldn't need several threads and hundreds of posts by confused/enlightened fans to sort it out. These rules need to be clarified.
Let me be perfectly clear: a lot (and I mean the majority) of you guys are way more knowledgeable than I on this rule system. I am merely answering with my interpretations of RAW. IMO movement in any game system should be written in 2 sections; combat and non-combat movement. There would conceivably be times where the 2 overlap, a thief sneaking down a corridor looking for traps for example, in which case the GM determines which movement rules should be used as best fits the situation.