The Forge Reference Project

 

Topic: Movement
Started by: Rico
Started on: 10/22/2003
Board: The Riddle of Steel


On 10/22/2003 at 12:52am, Rico wrote:
Movement

This has probably been answered already but i couldn't find anything

When doing a senario a character decided to sprint and run up to atack an archer that was 36 meters away. His movement was 10 and according to the rules sprinting times that by 4. So Somehow he could go 40 meters in a round.

With some quick caulculating I figured out that that is 20 m/s or 44 mph. No human can go that fast. Am I missing some rule like divide finale movement by 10 or something?

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On 10/22/2003 at 1:42am, Durgil wrote:
RE: Movement

That number should be 40 feet/round, not meters or 0.294 meters/round. If a non-combat round is one second in length, then that means that a character with a Movement of 10 would have a forty yard dash time of 3 seconds, which is still faster than I have ever heard of but not nearly as bad as 44mph. Now that I think about it, if a non-combat round is 2 seconds, then that means our character with a Movement of 10 takes 6 seconds to run a forty yard dash. My best time ever in the forty was 4.8 seconds, which wasn't bad for 6'2" and 240/250 lbs., but there were guys on my division II, college football team that I think were running it in 4.4 and 4.3. I think when you see scores of 4.3 or better that's considered world class speed.

Just something to think about.

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On 10/22/2003 at 1:54am, Brian Leybourne wrote:
RE: Movement

Doing movement in metres is what's stuffing you up. It should be feet.

I'll give you some proof; lets do a quick number crunch:

Really fast people can run 100m in less than 10 seconds. Reasonably fit average people can do it in about 15-18.

100m = 110 yards. 110 yards in 18 seconds is about 6 yards a second.

Thus, an averagely fit person can sprint 6 yards a second. Funnily enough, the average movement stat in TROS is (4+4+4)/2 or... 6. Thus each point of move stat should represent one yard that an average person can sprint in a second. Your guy with a move of 10 can reasonably sprint 10 yards (that's 9m) in a second. It should have taken him 4 seconds to reach the archer. (10, by the way, if a fricking high move stat!)

It gets better.

4x movement for sprinting is a little over the top IMO. I use 3. Thus we have to divide the sprinting speed we just determined by 3 to get the walking speed. How convenient it is that 1 yard = 3 feet.

Thus the movement stat both denotes how many yards a person can sprint per second, and simultaneously how many feet they can walk in a second. Nifty eh?

Brian.

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On 10/22/2003 at 4:07am, Durgil wrote:
RE: Movement

Brian Leybourne wrote: 4x movement for sprinting is a little over the top IMO. I use 3. Thus we have to divide the sprinting speed we just determined by 3 to get the walking speed. How convenient it is that 1 yard = 3 feet.

Thus the movement stat both denotes how many yards a person can sprint per second, and simultaneously how many feet they can walk in a second. Nifty eh?

This works out much better. Our example of a character with a Movement score of 10 now runs a forty yard dash in 4 seconds, which is in the ball park of where he should be - a world class sprinter.

Thanks, Brian.

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On 10/22/2003 at 7:28am, StahlMeister wrote:
RE: Movement

A 40 yard dash doesn't start with the full speed, so You can't say that a person with movement of 10 runs instantly his full speed, so his/her average in 4 seconds is slower.

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On 10/22/2003 at 12:53pm, Durgil wrote:
RE: Movement

I understand that nobody starts off running their fastest, nor can anyone stop on a dime, but how can we account for that in the game mechanics, and do we want to.

Also,American football uses the forty times to gage how quickly a person can get up to their top speed. With a playing area that is only 100 yards long, it would be very useful to time someone running a 100m dash.

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On 10/22/2003 at 1:55pm, StahlMeister wrote:
RE: Movement

Durgil wrote: I understand that nobody starts off running their fastest, nor can anyone stop on a dime, but how can we account for that in the game mechanics, and do we want to.


in my ROS Group I use one round at 3/4 full speed at the start and at the end of the run/sprint action. Players are allowed to lern a skill: Run (Default: Acrobatics +2) to start/stop faster.
With this IMO and the right calculation of the "tricky" meter/yard conversion, ROS-Moving is very realistic .

Durgil wrote: Also,American football uses the forty times to gage how quickly a person can get up to their top speed. With a playing area that is only 100 yards long, it would be very useful to time someone running a 100m dash.


Well, in Europe it's a usual sprinting length. World record is about 9,78 sec or something. My personal record is, if my teacher in school took my time right about 13,9 which I was very pride of it as I remember (so please don't laugh at me). But I ve been in a sporting dress (AV:0). But I think my Endurance nowadays is about... ähhm... 2!

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On 10/22/2003 at 2:30pm, Durgil wrote:
RE: Movement

StahlMeister wrote: ...I think my Endurance nowadays is about... ähhm... 2!

That would be me as well, but only on a good day and well rested; otherwise if it were a competitive roll, not only would I not have any dice to throw - I'd would be increasing my opponents dice pool. ;-)

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On 10/22/2003 at 3:15pm, StahlMeister wrote:
RE: Movement

Durgil wrote:
StahlMeister wrote: ...I think my Endurance nowadays is about... ähhm... 2!

That would be me as well, but only on a good day and well rested; otherwise if it were a competitive roll, not only would I not have any dice to throw - I'd would be increasing my opponents dice pool. ;-)


LOL!
Sounds to me like a description of Homer Simpson! ;)

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On 10/22/2003 at 6:04pm, Durgil wrote:
RE: Movement

StahlMeister wrote: LOL!
Sounds to me like a description of Homer Simpson! ;)

...like beer, fat, and bald - yeh, that's about right.

Oh man, you don't know how close to the mark your statement is. I love watching the Simpsons, and like Homer, I have also worked at a nuclear power plant as well.

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On 10/22/2003 at 8:12pm, Ashren Va'Hale wrote:
RE: Movement

one house rule i use regularly is a ripped off mechanic from teh old starwars d6 games, I use the movement score as a die pool and have the chasee and chaser roll against a standard TN of 6 and then use margin of success to determine who is winning and locations etc. this also allows the use of terrain in chases as well and provides some extra drama and the use of SA's in chasing down that dastardly bad guy...

anyways, I find it to be a lot of fun and it's always worth trying at least once to see if it works for your group.

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On 10/23/2003 at 7:11am, StahlMeister wrote:
RE: Movement

Ashren Va'Hale wrote: one house rule i use regularly is a ripped off mechanic from teh old starwars d6 games, I use the movement score as a die pool and have the chasee and chaser roll against a standard TN of 6 and then use margin of success to determine who is winning and locations etc. this also allows the use of terrain in chases as well and provides some extra drama and the use of SA's in chasing down that dastardly bad guy...

anyways, I find it to be a lot of fun and it's always worth trying at least once to see if it works for your group.


That sounds good. And it stays in the fun that comes with the dice system of TROS. I'll try it on the next session on sunday. But I don't know who chases who. I'm planning to let my group be ambushed by wulfen raiders who want just the gold and horses for eating (the horses, not the gold).

@ Durgil: I'm a Simpson (especially Homer) fan too. But in Germany it starts so early that mostly I'm not at home when it starts. Therefore I manage to watch my favourite series "King of Queens". I like that, though it's about the 105th or so repetition.

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On 10/23/2003 at 5:04pm, Durgil wrote:
RE: Movement

I'm impressed with your suggestion, Ashren Va'Hale. That does sound very good. What if for crawling, walking, and jogging, the normal rules apply with maybe something along the lines of 1 Round = 1 Second, and when a character starts from standing still, the distance (or the movement dice pool, in the case of sprinting) covered the first round is cut in half (rounded up - that way walking and crawling shouldn't really be affected).

For sprinting, a character uses a dice pool based on movement, like you said, with a TN of 6, but instead of being compared with another runner, the number of successes x6 determines how much ground in feet is covered in that second. A botch would mean that the runner has fallen down and may have even injured himself. Failure, I guess would merely mean that the character hesitated at the start or maybe only goes half (or a quarter) as far as he did in the last round.

Your post has just got me thinking about it, and I thought I'd throw out a few ideas that I've been having.

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On 10/23/2003 at 9:04pm, StahlMeister wrote:
RE: Movement

Maybe instead the TN of 6 You can use a skill: "Running" or so, defaults Athletics -2!

This is great! Thanks Ashren!

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On 10/24/2003 at 11:19pm, Rico wrote:
RE: Movement

Durgil wrote: That number should be 40 feet/round,




Hmm, intresting, I have a misprint in one part of my book. Feet makes much more sense.

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On 10/27/2003 at 10:41pm, Caz wrote:
RE: Movement

Anybody noticed how incredibly fast the walking dead are in OBAM? They should be called the sprinting dead.
I've been putting together a zombie game with tros, but you have to fudge the attributes and derived attributes to get a proper brain eating shuffling zombie and still make it a threat.

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On 10/28/2003 at 2:18am, Brian Leybourne wrote:
RE: Movement

Caz wrote: Anybody noticed how incredibly fast the walking dead are in OBAM? They should be called the sprinting dead.


Ah, but that's because we don't believe in slow shambling corpses... they're just not scary (slash, step back, slash, step back...).

Fast dead corpses? Now THAT'S scary...

But YMMV, as always.

Brian.

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On 10/28/2003 at 2:44am, Wolfen wrote:
RE: Movement

I dunno.. Dead people that move, quickly or slowly, and occasionally mutter "braaaiinnzh" would scare the bejeezus out of me, personally.

Even if they didn't mutter. I mean.. they're dead people.. moving.

It still seems somewhat non-sensical though, Brian. Dead people's bodies just don't work the way they do in life, even when animated by a spirit and a movement spell.

but as you say, YMMV.

By the way..

Brian Leybourne wrote: Fast dead corpses? Now THAT'S scary...


Nah.. Fast living corpses.. Now that's what I'm talking about.

::wanders off, tongue-as-firmly-as-ever-in-cheek::

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On 10/28/2003 at 3:38am, Caz wrote:
RE: Movement

Hehe I do like the zombies in OBAM, but for this particular one shot game I'm about to run I need the shambling dangerous in numbers brain dead flesh eaters.
It's going to be a sort of night of the living dead scenario, where the PC's are pregen peasants, around the year 1000, holding up in the local chapel with farm implements type thing. Their lord will be off on business until the following morning, if they last that long, so no bite proof guy on a horse can ride in lopping heads off zombies to rescue them until I deem it appropriate hehe

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On 10/28/2003 at 7:56am, Brian Leybourne wrote:
RE: Movement

Hey Caz,

You should consider downloading "Night of the Walking Dead". It's an old Ravenloft D&D module, now free on ther web (through www.kargatane.com) and with a bit of modificartion can work really well as a "setting" for a TROS game, as long as you can swing the SA's and player investment.

Just a thought.

Oh, and:

Lance the pedant wrote:
I wrote: Fast dead corpses? Now THAT'S scary...

Nah.. Fast living corpses.. Now that's what I'm talking about.


Rude gesture to you ;-)

Brian.

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On 10/28/2003 at 5:31pm, Caz wrote:
RE: Movement

Thanks, I'll check it out

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