Run ! Movement & Run ?

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BaophraT
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Run ! Movement & Run ?

Post by BaophraT »

Hello,

How to manage the movement of the characters when they run ? During a combat round, can a character decide to run, and thus use all of his actions for that ? Should we double the movement speeds in this case ? I'm asking this because I'm preparing a module where it will be useful !

Thanks for your advices !
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Raven_Crowking
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Re: Run ! Movement & Run ?

Post by Raven_Crowking »

Page 77: "All characters can take another movement for their actions."
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
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BaophraT
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Re: Run ! Movement & Run ?

Post by BaophraT »

Yes, I know this but devoting a extra action to movement isn't really running, is it ? To simulate a race, a flight for example.
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Re: Run ! Movement & Run ?

Post by finarvyn »

(1) In regular combat round action I allow move-move to replace move-action, where action could be fight or something else. To me, that would represent running, since the character is focusing all attention on movement.

(2) If I wanted to simulate a race I would throw some randomness into the thing. Start with regular movement rate and add in a die roll. One thing that just popped into my head is that you could give +d3 feet to the slowest, +d4 to the next, and so on so that the fastest gets best dice. Gauge the term "fastest" and "slowest" based on the Agility stat. Depending on the length of the race you might force a roll each half-move instead of each move (e.g. if they are running 100 feet then it might be better to have a speed=30 character roll each 15 feet so that it takes 7 rolls to win instead of 4.).
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Raven_Crowking
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Re: Run ! Movement & Run ?

Post by Raven_Crowking »

baophrat wrote: Sun Nov 21, 2021 10:39 am Yes, I know this but devoting a extra action to movement isn't really running, is it ? To simulate a race, a flight for example.
Have you seen The Fence's Fortuitous Folly for DCC Lankhmar?
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
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BaophraT
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Re: Run ! Movement & Run ?

Post by BaophraT »

Thank you very much for your responses. I have not seen the Fence's Fortuitous Folly for Lankhmar yet. Is it included in the Lankhmar box ?

Have a nice day !
Ar gwir c'hoarierien a daol diñsoù !
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Raven_Crowking
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Re: Run ! Movement & Run ?

Post by Raven_Crowking »

baophrat wrote: Sun Nov 21, 2021 9:51 pm Thank you very much for your responses. I have not seen the Fence's Fortuitous Folly for Lankhmar yet. Is it included in the Lankhmar box ?

Have a nice day !
Not in the box; sorry. The adventure includes a chase scene where normal rules are eschewed for what (to my mind when I wrote it, and seemingly the case in playtests & actual play) would be a fun chase experience. It includes rolls, stakes, and making choices over the course of the chase.
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
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BaophraT
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Re: Run ! Movement & Run ?

Post by BaophraT »

Ok, I'll add this to my wish list ! Thks
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BaophraT
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Re: Run ! Movement & Run ?

Post by BaophraT »

I just bought the PDF version of this module ! Although I love Lankhmar (I own the basic DCC box), I have never played in this universe (preferring to slowly detail my little universe - the Gollewin barony - with the modules). That said, it's been several times that I'm confronted with simulations of chases without managing them in a satisfactory way... The end of the last module played by my group "Intrigue in the Court of Chaos" ended with a chase that would have deserved to be better supervised... I can't wait to discover the rules on this point contained in "The Fence's Fortuitous Folly" !
Ar gwir c'hoarierien a daol diñsoù !
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