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| Cold-Hearted Immortal |
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Joined: Fri Mar 10, 2006 3:46 pm Posts: 1771 Location: Left Coast, USA
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Bilgewriggler wrote: ...Maybe the solution would be to allow characters (and opponents) to break up movement into a number of segments equal to their intelligence modifier. ...or the number of their action dice. Each action die being able to 'support' some portion of the total movement rate the character has seems reasonable to me. But then again, I like the idea of breaking up the move/action, action/move paradigm.
_________________ Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11. Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will! Here Be DCC Monsters...
Pbp Secret of Bone Hill characters: Flavia, WAR, Beekeeper, L, Str 10, Agi 10, Stm 7, Per 10, Int 12, Lck 7, AC 10 hp 5, staff, jar of honey, 10-ft pole, 1 pc chalk, 50' rope, 2 torches (1 lit) Hector, DWARF Apothecarist, L, Str 5, Agi 11, Stm 12, Per 10, Int 6, Lck 10, AC 10, hp 11, sword, shield, cudgel, steel vial, chest, flint & steel, empty flask, lg sack Chendris, WIZ, Alchemist, N, Str 11, Agi 9, Stm 12, Per 15, Int 13, Lck 15, AC 10, hp 3, staff, empty flask, 50' rope, 2 candles, lg sack, oil (1 flsk), 1 torch, snakeskin tome; speaks gnoll Darrow, CLR, Hunter, N, Str 11, Agi 12, Stm 8, Per 16, Int 7, Lck 12, AC 10 hp 5, short bow, 6 arrow, 10-ft pole, deer pelt, torch (lit)
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