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Movement system [Nexus]

Started by Aussigamer, September 07, 2006, 07:08:39 AM

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Aussigamer

I am trying to get a base guideline for rules for working out a creatures base movement.

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Move (See Text) Armour Penalty
Move represents the base speed a character can move in a single action, be it walking or flying or burrowing or swimming.
Move number:
((Str Mod + Dex Mod + Con Mod)/5), rounding down.
Size mod to move number:
Small –2
Tiny and smaller –4
Large and larger +2

Type of movement:
Land: Move number add 10
Flying: Move number times 5
Swim: Move number times 4
Burrow: Move number times 2

A character may move per round:
Walking, up to his Move in meters as a Move action or,
Hustling, up to 2x his Move in meters per round as two Move actions, or
Running, up to 3x his Move in meters per round as a Full round action, or
Sprinting, up to 4x his Move in meters per round as a Full round action.

Move Fortitude Check:
The base Fort DC is 15.
Fort Check Modifiers
Hustling: +1 (1)
Running: +2 (2)
Sprinting: +4 (2)
Light Load: +2
Medium Load: +4
Heavy Load: +8
Every +1 base speed +3 (3)

(1) A creature can only Hustle for a maximum number of rounds equal to his 2 x HM per hour, after which they must make a Fort Check.
(2) A creature can only run or sprint for a maximum number of rounds equal to his HM per hour, after which they must make a Fort Check.
(3) Every round this occurs this is added to the check.

Failure:
Normal: Winded until recovered, Major: Fatigued, Overwhelming: Exhausted
Try Again: No, but a new check must be done next round.

A character with the Run feat gets a +2 bonus on all checks.


New Condition
Winded: The character suffers a –1 penalty to effective Strength and Dexterity, and cannot move all out or charge. A winded character suffering an additional fatigue result becomes fatigued.
Recovery is a FRA and a Fort check DC 15.

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