Title: Movement system [Nexus] Post by: Aussigamer on September 06, 2006, 10:08:39 PM I am trying to get a base guideline for rules for working out a creatures base movement.
----------------------------------------------------------------------------------------------------------------------------- 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 Code: Hustling: +1 (1) (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.Running: +2 (2) Sprinting: +4 (2) Light Load: +2 Medium Load: +4 Heavy Load: +8 Every +1 base speed +3 (3) (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. |