Deleriad
Mongoose
I've been trying to find a simple way to tie together the movement system without having to use action by action movement and I think I've come up with something that works. It's about 90% identical to the present rules. Comments?
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If a character is not currently engaged in combat he can either MOVE or RUN.
MOVE: the character can use a Combat Action to move up to their normal Movement Rating (8m for a human). Once a character has moved this way in a Combat Round they can take no further actions this round but can still take defensive reactions (parry, evade or counter-casting a spell). A MOVE is an ongoing action which means that the character is considered to be moving until what would be their next turn (whether this round or next).
RUN: this action can only be taken on the character’s first turn (i.e. first active SR) of the round. It uses up all of the character’s remaining Combat Actions for the round. The character can run up to its normal movement*5 minus any armour penalty. A RUN is an ongoing action which means that the character is considered to be running until their first turn of the next Combat Round.
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Basically what this means is that each round you can move a shortish distance and still defend yourself or you can run a further distance but that prevents you from doing anything else this turn.
Some Spot Rules.
If a character wishes to run a shorter distance than their full amount (e.g. to run into cover behind a wall) then the movement can be assumed to take 1 or 2 complete SR cycles depending on the distance.
Going faster. Optional. On a successful Athletics roll the character can add ½ their normal critical score to any MOVE action or the full critical score for a run action in metres moved.
Charging: a charge is an attack on the RUN therefore uses up all the charger’s CAs for the round. The attack is a ‘freebie’ but all the rules for RUNning must be followed. Depending on the distance charged, the attack will happen on the 2nd or 3rd SR cycle of the round. A charger must run a distance equal to at least their normal MOV in order to get up to speed.
Incidental movement. A character can usually move one to two steps with each action taken. Treat this as 2m for humans and more for larger species. Normal Movement divided by 4 is a reasonable rule of thumb.
Running away from combat. To disengage from Combat requires the Change Distance CA or Change Range CM. Successfully using either allows the character to immediately MOVE (without spending any more CAs) away from the opponent. This can't be done if the character has already MOVEd this round. What if the opponent wants to chase? At this point the game should move into a chase sequence. Start a new round and resolve the chase through opposed Athletics roll with the one who ran away having a head start equal to their Movement rating.
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If a character is not currently engaged in combat he can either MOVE or RUN.
MOVE: the character can use a Combat Action to move up to their normal Movement Rating (8m for a human). Once a character has moved this way in a Combat Round they can take no further actions this round but can still take defensive reactions (parry, evade or counter-casting a spell). A MOVE is an ongoing action which means that the character is considered to be moving until what would be their next turn (whether this round or next).
RUN: this action can only be taken on the character’s first turn (i.e. first active SR) of the round. It uses up all of the character’s remaining Combat Actions for the round. The character can run up to its normal movement*5 minus any armour penalty. A RUN is an ongoing action which means that the character is considered to be running until their first turn of the next Combat Round.
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Basically what this means is that each round you can move a shortish distance and still defend yourself or you can run a further distance but that prevents you from doing anything else this turn.
Some Spot Rules.
If a character wishes to run a shorter distance than their full amount (e.g. to run into cover behind a wall) then the movement can be assumed to take 1 or 2 complete SR cycles depending on the distance.
Going faster. Optional. On a successful Athletics roll the character can add ½ their normal critical score to any MOVE action or the full critical score for a run action in metres moved.
Charging: a charge is an attack on the RUN therefore uses up all the charger’s CAs for the round. The attack is a ‘freebie’ but all the rules for RUNning must be followed. Depending on the distance charged, the attack will happen on the 2nd or 3rd SR cycle of the round. A charger must run a distance equal to at least their normal MOV in order to get up to speed.
Incidental movement. A character can usually move one to two steps with each action taken. Treat this as 2m for humans and more for larger species. Normal Movement divided by 4 is a reasonable rule of thumb.
Running away from combat. To disengage from Combat requires the Change Distance CA or Change Range CM. Successfully using either allows the character to immediately MOVE (without spending any more CAs) away from the opponent. This can't be done if the character has already MOVEd this round. What if the opponent wants to chase? At this point the game should move into a chase sequence. Start a new round and resolve the chase through opposed Athletics roll with the one who ran away having a head start equal to their Movement rating.