SableWyvern
Mongoose
It's probably a bit late in the day for this, but I thought I'd mention it anyway:
Currently, to move as a combat action, you make an Athletics check and move a number of metres equal to Effect x 3. Personally, I find this a very awkward rule, with two significant issues:
First, the wide discrepancy in results makes for bizarre situations. On a flat, unobstructed 100m track, your pace should not be varying so widely. While some variance may be ok, running becomes a huge gamble, with players having little idea how far they are going to move.
Second, it's impossible to run, and keep running (unless you keep getting 6s for effect, which means you're probably moving pretty slowly). If you want to make it 30 metres to cover, you know you'll probably only make it 12-16m each time you move, and will then stand around for a 2-4 seconds between hops. Ouch.
My fix:
It does not require an Athletics check to run, unless you are crossing difficult terrain. Under normal circumstances, you can move a number of 1.5m hexes/squares equal to 10 + Athletics. Once running, you have an effective initiative of 1, but can continue to run in each action phase, until you wish to stop. Running characters are at -1DM to target. A character must still have initiative 6 and use a combat action to begin running.
Currently, to move as a combat action, you make an Athletics check and move a number of metres equal to Effect x 3. Personally, I find this a very awkward rule, with two significant issues:
First, the wide discrepancy in results makes for bizarre situations. On a flat, unobstructed 100m track, your pace should not be varying so widely. While some variance may be ok, running becomes a huge gamble, with players having little idea how far they are going to move.
Second, it's impossible to run, and keep running (unless you keep getting 6s for effect, which means you're probably moving pretty slowly). If you want to make it 30 metres to cover, you know you'll probably only make it 12-16m each time you move, and will then stand around for a 2-4 seconds between hops. Ouch.
My fix:
It does not require an Athletics check to run, unless you are crossing difficult terrain. Under normal circumstances, you can move a number of 1.5m hexes/squares equal to 10 + Athletics. Once running, you have an effective initiative of 1, but can continue to run in each action phase, until you wish to stop. Running characters are at -1DM to target. A character must still have initiative 6 and use a combat action to begin running.