Is there a way for a character to "run" (moving more than one maneuver per turn) without collapsing (from exaustion) after few turns?
Running
It requires the expenditure of fatigue.
So the short answer is running makes you tired.
Sinister said:
It requires the expenditure of fatigue.
So the short answer is running makes you tired.
The problem is that running makes you tired in few turns (equal to not a lot of seconds). It's just... weird.
Well, maybe I will use something like a basic action that lets you do 2 maneuvers usable for movement only.
LukeZZ said:
Sinister said:
It requires the expenditure of fatigue.
So the short answer is running makes you tired.
The problem is that running makes you tired in few turns (equal to not a lot of seconds). It's just... weird.
Well, maybe I will use something like a basic action that lets you do 2 maneuvers usable for movement only.
As abstract, it's a matter of personal opinion.
Cover the ground between extended to engage, for instance, is such an incredible amount of space (remember that it's the distance between extreme longbow range and personal combat) that it would most certainly tire you out. That's covering 200 yards in one combat round.
Moving half that space, from medium to enaged. In other worlds, half a bow shot range costs you one fatigue (medium to close, and one to engage) seems very fair. That's covering 100 yards, if compared to a longbow's range. That's running from home plate to half way between third base and home in baseball terms, all for 1 fatigue, after your free move.
It's about twice the distance you can get as a full run in DnD. Then again we have to find some point of reference to gage it, again I'm using a longbow's 200 yard range.
It is however something you may want to change, because it's abstract. It could be more than 200 yards for some gms, could be less. That feels right to me.
Sinister said:
LukeZZ said:
Sinister said:
It requires the expenditure of fatigue.
So the short answer is running makes you tired.
The problem is that running makes you tired in few turns (equal to not a lot of seconds). It's just... weird.
Well, maybe I will use something like a basic action that lets you do 2 maneuvers usable for movement only.
As abstract, it's a matter of personal opinion.
Cover the ground between extended to engage, for instance, is such an incredible amount of space (remember that it's the distance between extreme longbow range and personal combat) that it would most certainly tire you out. That's covering 200 yards in one combat round.
Moving half that space, from medium to enaged. In other worlds, half a bow shot range costs you one fatigue (medium to close, and one to engage) seems very fair. That's covering 100 yards, if compared to a longbow's range. That's running from home plate to half way between third base and home in baseball terms, all for 1 fatigue, after your free move.
It's about twice the distance you can get as a full run in DnD. Then again we have to find some point of reference to gage it, again I'm using a longbow's 200 yard range.
It is however something you may want to change, because it's abstract. It could be more than 200 yards for some gms, could be less. That feels right to me.
OK, but my problem is that with the system is impossible to run (aka move faster than your base "walking" speed) for 5 minutes without collapsing.
Running for extended periods should be handled in Story Mode with Athletics or Toughness tests to see how fast or long you can run.
LukeZZ said:
OK, but my problem is that with the system is impossible to run (aka move faster than your base "walking" speed) for 5 minutes without collapsing.
The problem is that you're assuming there's a walking speed or speed at all for that matter. There really isn't in combat. It's abstract and just costs maneuvers to go between ranges, that's it.
42 is right, as Douglas wrote.
Off the cuff, I let one of my party members "run" in combat by taking his free manuever and by spending his "Perform a Stunt" action . This required an easy Athletics skill check because he was running on a road.
He wanted to go from Medium to Close in one turn, and did not want to take any other action .
Everyone felt that that was fair.
zelbone said:
Off the cuff, I let one of my party members "run" in combat by taking his free manuever and by spending his "Perform a Stunt" action . This required an easy Athletics skill check because he was running on a road.
He wanted to go from Medium to Close in one turn, and did not want to take any other action .
Everyone felt that that was fair.
I like the concept there, I talked about something similar in the House Rules section (I was just going to allow a player/monster to exchange action for 1 manouvre) but Ilike this better.
As an aside, If extreme range is 200yards (based upon the longbow example) medium is not 100yards.
it takes 2 manouvres to go from engaged to medium it takes 7 to go from engaged to extreme so medium is about 2/7 * 200yards - or about 60 yards.
Kaptain O said:
As an aside, If extreme range is 200yards (based upon the longbow example) medium is not 100yards.
it takes 2 manouvres to go from engaged to medium it takes 7 to go from engaged to extreme so medium is about 2/7 * 200yards - or about 60 yards.
Yes you are correct. Extended is much more ground that long, long is much more ground than short, and close is just a few feet. Sorry That example should be changed to your distances.
zelbone said:
Off the cuff, I let one of my party members "run" in combat by taking his free manuever and by spending his "Perform a Stunt" action . This required an easy Athletics skill check because he was running on a road.
He wanted to go from Medium to Close in one turn, and did not want to take any other action .
Everyone felt that that was fair.
A very good idea, I like it!
Kaptain O said:
As an aside, If extreme range is 200yards (based upon the longbow example) medium is not 100yards.
it takes 2 manouvres to go from engaged to medium it takes 7 to go from engaged to extreme so medium is about 2/7 * 200yards - or about 60 yards.
This is what you really need to avoid in this new edition. Don't put hard numbers on things. Keep it abstract and just GM it. That's the spirit of the rules and the game now.
I'm good thanks
Just helping out a guy who was trying to figure out the numbers for each band and pointing out that long->extreme is further than close->medium. Regardless of numbers or abstract it's an important concept to remain aware of.