Is movement meant to be separate from actions?
That is, do you do your movement (and any move-allowable actions like weapon drawing), and then do your Action Dice actions (or vice-versa), 3&4e D&D-style? If you use this style, can you split multiple Action Dice around the movement (Action/Move/Action)?
Or is the movement rate the total amount of movement you can take during your move, and your Action Dice actions can take place anywhere within it, as currently worded DDN-style? (Say, move 20', cast a spell, then move your remaining 10', and don't forget the free enemy attack if you're leaving melee.)
While I tend to prefer the latter, I'd like to at least know I'm using a house-ruling if it's supposed to be the former.
Movement question
Moderators: DJ LaBoss, finarvyn, michaelcurtis, Harley Stroh
Re: Movement question
FWIW, I keep movement separate from actions, allowing all action dice to take place either before or after the movement. I don't allow movement to be "split up" by the action dice. As stated in the rules, I do allow substitution of a round's action dice for another movement.
Terry Olson
- finarvyn
- Cold-Hearted Immortal
- Posts: 2599
- Joined: Fri Jun 26, 2009 3:42 am
- FLGS: Fair Game, Downers Grove IL
- Location: Chicago suburbs
- Contact:
Re: Movement question
Yeah, I prefer a "move then act" or "act then move" set of choices rather than a split "move, act, move" option. This keeps things simple.
Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
-
- Deft-Handed Cutpurse
- Posts: 233
- Joined: Sat Jun 16, 2012 7:25 am
Re: Movement question
I'm going to have to ponder this one. I actually think it sounds kind of cool to let the movement occur whenever the player wants it to. This gives dwarves and higher level characters a little more oomph, and considering how deadly the game is, I don't mind allowing the characters that boost.
OTOH, I can't see any reason why monsters wouldn't get the same courtesy, and those vine horrors in Sailors on the Starless Sea are already pretty deadly without letting them move 5 feet, whack a 0-level character with one action die, move 15 more feet and whack another.
Maybe the solution would be to allow characters (and opponents) to break up movement into a number of segments equal to their intelligence modifier.
OTOH, I can't see any reason why monsters wouldn't get the same courtesy, and those vine horrors in Sailors on the Starless Sea are already pretty deadly without letting them move 5 feet, whack a 0-level character with one action die, move 15 more feet and whack another.
Maybe the solution would be to allow characters (and opponents) to break up movement into a number of segments equal to their intelligence modifier.
Purple Planeteers:
Jingles Coinclink, Halfling, hag-hacked into haggis
Nurzual the Faceter – M Jwlr - Wiz - L
S 12 A 8 (-1) S 9 P 11 I 15 (+1) L 10
AC 9 HP 6 Mv 30 Init -1 Ref 0 Fort 0 Will 1
Chalk 1pc, 20 gp Gem, Backpack, 10’ chain, 10 sheets parchment, Kith pouch, small hammer, ray-gun, Rope 50', 5gp 10sp 274 cp
shortsword +0(1d6)
Ch Psn (no MM), Clr Spr 65, Force Manip 81, Rd Mag 12, Spidr Cl 69
Pl.Common (basic)
Snooth Inksplot Scribe RIP under cave-in, a crushing loss
Qort Quiddlegit M Hlr - Cler - N(C?)
S 11 temp 14 (+1) A 11 temp 14 (+1) S 6 (-1) P 5 (-2) I 6 (-1) L 5 (-2)
AC 10 temp 11 HP 8 Mov 30 Init 0 Ref t+1 Fort 0 Will -1
club +0 (1d4+1t) - hand mirror, holy wtr, wtrskin Kith drink 12 oz drunk, 31 cp
-2 Ms fire damage
Det Magic
Brandybland Shoetree F Coblr N
S 10 A 9 S 10 P 8 (-1) I 9 L 9
AC 14 HP 1 Mov 30 Init 0 Ref 0 Fort 0; Will -1
gldtr glaive +0 (1d10) - gldtr ch mail - Fe spike, shoehorn, 48 cp
Prof: dagger
Jingles Coinclink, Halfling, hag-hacked into haggis
Nurzual the Faceter – M Jwlr - Wiz - L
S 12 A 8 (-1) S 9 P 11 I 15 (+1) L 10
AC 9 HP 6 Mv 30 Init -1 Ref 0 Fort 0 Will 1
Chalk 1pc, 20 gp Gem, Backpack, 10’ chain, 10 sheets parchment, Kith pouch, small hammer, ray-gun, Rope 50', 5gp 10sp 274 cp
shortsword +0(1d6)
Ch Psn (no MM), Clr Spr 65, Force Manip 81, Rd Mag 12, Spidr Cl 69
Pl.Common (basic)
Snooth Inksplot Scribe RIP under cave-in, a crushing loss
Qort Quiddlegit M Hlr - Cler - N(C?)
S 11 temp 14 (+1) A 11 temp 14 (+1) S 6 (-1) P 5 (-2) I 6 (-1) L 5 (-2)
AC 10 temp 11 HP 8 Mov 30 Init 0 Ref t+1 Fort 0 Will -1
club +0 (1d4+1t) - hand mirror, holy wtr, wtrskin Kith drink 12 oz drunk, 31 cp
-2 Ms fire damage
Det Magic
Brandybland Shoetree F Coblr N
S 10 A 9 S 10 P 8 (-1) I 9 L 9
AC 14 HP 1 Mov 30 Init 0 Ref 0 Fort 0; Will -1
gldtr glaive +0 (1d10) - gldtr ch mail - Fe spike, shoehorn, 48 cp
Prof: dagger
- GnomeBoy
- Tyrant Master (Administrator)
- Posts: 4127
- Joined: Fri Mar 10, 2006 1:46 pm
- FLGS: Bizarro World
- Location: Left Coast, USA
- Contact:
Re: Movement question
...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.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.
But then again, I like the idea of breaking up the move/action, action/move paradigm.
...
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
Link: Here Be 100+ DCC Monsters
bygrinstow.com - The Home of Inner Ham
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
Link: Here Be 100+ DCC Monsters
bygrinstow.com - The Home of Inner Ham