Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.3 4.3bsd-beta 6/6/85; site gitpyr.UUCP Path: utzoo!linus!gatech!gitpyr!cc100jr From: cc100jr@gitpyr.UUCP (Joel M. Rives) Newsgroups: net.games.frp Subject: Re: Movement and Dying Nasties Message-ID: <866@gitpyr.UUCP> Date: Wed, 9-Oct-85 09:57:57 EDT Article-I.D.: gitpyr.866 Posted: Wed Oct 9 09:57:57 1985 Date-Received: Thu, 10-Oct-85 05:56:49 EDT References: <117@drutx.UUCP> <16707@watmath.UUCP> Organization: GIT, Atlanta Lines: 66 Summary: Agree: shorter time period for round I must agree wholeheartedly to the suggestion to shorten the D&D melee round. Before I abandoned AD&D (in favor of Runequest and RoleMaster), my response to the various discrepant and/or unworkable rules was to alter them - after much debate amoungst those who's opinions in the matter I value. This, of course, is exactly what is suggestd in the rulebooks! From a realistic point of view, this provides problems of it's own... namely: divergence between various groups. Such divergence makes traveling from one campaign to another more and more difficult and - for those who like conferencing - interaction with players from around the globe a bit trying. Forgive me, for I have digressed again!!! Anyway, as I was saying, one rule in AD&D which I found truly beneficial to alter was the melee round time/space relationship. This however, has some far reaching ramifications and must not be approached lightly. In my campaign, the melee round was reduced to 12 seconds (the same as it is in Champions, Fantasy Heros and Runequest). Movement was calculated for each character in terms of meters/second and the twelve segments of the round were ticked off in succession. In order for this to work, it was necissary to recalculate the amount of time it took to perform certain actions. In the initial round of melee, each character rolled 1D6 and subtracted (or added) their DEX attack/reaction adjustment to arrive at a varying delay period much like an initiative roll. After that, a character would expend segments dependant upon the action taken. Let me give you a few examples of time factors for various actions. In order for a fighter to run up to a mage and strike him (assuming they are some distance apart), the fighter must first expend 3 segments to initiate the run (building up steam so to speak), after which - given that the fighter has been determined to have a movement factor of... say 4 meters/second - the player can then move the character two - 2 meter hexes (this is the scale we found most useful) for every segment of the game. Furthermore, let us assume the mage has decided to cast a lightning bolt at the onrushing fighter. In the Players Handbook, it is stated that a lightning bolt requires 3 segments of casting time. From the original time scale, this would mean 18 seconds. If you wish to strongly emphasise a magic-poor world, one where magic power is hard to come by and difficult to practice (thus generally discouraging all but the most determined player from following the path of wizardry), you can certainly maintain the casting times for AD&D spells as they are now. On the other hand, you could choose to translate casting time directly, segment-for- segment. In the later case, a lightning bolt would require only 3 seconds to cast and the mage would give the fighter quite a shock before the fighter was able to react. A better option for the fighter in this instance would be to fire an arrow (or throw a knife to disrupt the spell). You might optionally choose to have no delay period for movement, in which case, the lightning bolt would have struck the fighter after three seconds of movement at 2 hexes per second. We also used weapon speed factors to determine when a weapon would strike - altered by the attack/reaction adjustment derived from DEX. So, if the fighter with a DEX of 14 (no bonus) attacked with a short sword (weapon speed factor of 4 I think... don't have the books here at my office); then the attack would arrive on the fourth second. Thus, even if the fighter were standing right next to the mage, the fighter would still get zapped !!! The two methods of determining spell casting time listed above are the extremes as far as I am concerned. The actual method we used was closer to the later method. Anyway, It is easy to see how altering the time factor in D&D requires a great deal of game balance forethought. I recommend, for those who may be considering such a change, that they read through the rules for Runequest or Fantasy Heros. What's more, I fully recommend that you play thes other games, if you haven't already. skippin' o'er th' time lines ag'in, Whisper Spirit {gatech}!gitpyr!cc100jr