Question about movement

I did a combat test and I still have my doubts about movement. If a character has only one CA, and another one has 3 CA with a bow, how is measured the round if the first character charges 40m before the second character could reload his bow and fire to the charging character?
Ie, a bear with one action per round, could charge 80m (aprox. 1 second) before anybody could do anything. How do you rule/measure this?
It is an interpretation doubt.
 
That's a good question Gran Orco

If movement is treated in a more abstract way, then I'd play it like this:

Bear - wins initiative, and charges as an action.

The actions of the target would likely be:

A) With a bow, but unloaded / not ready to fire: the character can spend a CA to 'evade' as an opposed test - failing and they get very badly mauled! Basically, dive out of the way and run away!!!

B) With a bow, loaded / ready to fire: I would allow the character to spend a CA to make an attack versus the Bear's athletics (or whatever skill is used by bears to dodge!). Success - maybe the bowman will get lucky and stop the bear!

C) Armed with a melee weapon: the weapon length may well allow the character to hit the bear first. Allowing a parry and, due to weapon length, an attack - if armed with a long haft weapon it may be set to receive the charge (adding the Bear's damage bonus).

I think the challenge dealing with movement in a more abstract way is that it runs counter to how RQ 3 (Avalon Hill) or other more recent games systems (D20) deal with movement. It takes some time to change the way you think about it. It strikes me that RQII is designed to need a GM - to rule on actions and make the action flow / exciting!

Loz / Pete may want to offer some views on this different perspective. I quite relish the idea of being more freeform about how I deal with spending CA's and character movement!

Antalon.
 
I’m having some trouble understanding various speeds.

Page 63 lists various speeds and also some criteria whether various actions, i.e. Climbing and Swimming, are at all possible depending on armour worn.

E.g. the criteria whether swimming is possible or not is (for a human):
If the armour penalty is greater than -4 then swimming is not possible at all.

Climbing rough surface:
If the armour penalty is greater than -6 then climbing is not possible at all.

As I read it, there is no actual formula for the speed itself.

Page 35 – Athletics lists that climbing speed is – for a human – 2m / combat round.
Again, the criteria are given… but not really a calculation of the speed.
If we assume the formula given is also an indication of the actual speed, you take the climbing rough surface again and you’d get an unarmoured 6m /combat round. Clearly a lot faster than those 2m / combat round given in the top paragraph.
So is that 2m/Combat round simply a mistake and we should use the formula for speed ?

Swim on page 41 gives a speed of 4m/ combat round. In that case the formula seems to be correct, i.e. an unarmoured human would indeed be able to swim at 4m /combat round

The Strategic Time Travel Table on page 49 obviously is only meant as a very general idea, since pages 63 and 191 give a more detailed idea about time and speed.

So, are the formula given the actual speed and any mentioning of speeds in the description of Athletics should be ignored ?
 
Denalor said:
Page 35 – Athletics lists that climbing speed is – for a human – 2m / combat round.

I believe that this sentance in the Athletics skill description is an errata - if you delete it, then the movement rates make sense: no armour, the base speed up a rough slope is 2/3 normal movement, and 1/2 for vertcial/difficult climbs. This is slowed for the armour being worn (given the penalty), if reduced to 0 or less then you cannot climb. Same goes for swimming.

Antalon.
 
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