Hello.
I just wanted your opinion on how I was thinking about using the existing mechanics for running.
The problem is, as some here have pointed out in other threads, that since running basically amounts to characters performing multiple movement manoeuvres in a single turn, then no characters is going to be able to run very fast for any amount of time, since they'll accumulate too much fatigue too fast for them to sustain sprinting speed.
Therefore, I was thinking of limiting movement manoeuvres to 3 in a single turn. This would be to prevent an average character from a sudden and extreme burst of speed (say taking 6 fatigue to move 7 times) but then being unable to move more than once per turn without falling unconscious, a situation which i find rather ridiculous, and which I experienced in our early playtest of the game. In any case, limiting the number of manoeuvres you can accomplish in a given turn is already covered in the core rules, they simply don't mention a specific limit for movement.
However, I will also allow a character who concentrates on running faster or for a longer amount of time to use the Perform a Stunt action to accomplish it. This would most likely be an Athletics test, or perhaps a resilience test for long distance runs. The character uses his free manoeuvre to initiate movement or keep moving. He the uses the Perform a Stunt action which, if successful, allows him to perform 2 other movement manoeuvres at the cost of 1 fatigue. So, basically, the character moves 3 times for only 1 fatigue, but can't perform any actions (other than running) this turn.
Also, the roll results will modify this as follows:
- 1 success: move twice, suffer 1 fatigue
- 3 successes: as above +1 free manoeuvre which should usually be another move (so total of 4 moves, 1 fatigue)
- no success: move only once, suffer 1 fatigue (as normal extra movement manoeuvre)
- 1 boon: recover 1 fatigue (so move at no fatigue cost for 2, 3 or 4 moves!)
- 1 bane: suffer 1 fatigue (so suffer 2 fatigue for 2, 3 or 4 moves)
- Chaos star: Counts as bane, but if no success, character trips and falls prone after 1 move)
So, fit characters get the chance to move a bit faster and at a much lower fatigue cost, and on the whole, can probably maintain a run for a while by recovering fatigue from time to time, at the cost of performing no other action while doing so. Best thing is, none of this is changing anything in the core rules! Just a more standard war of handling running characters.
What do you think?