Morien
07-16-2013, 08:49 AM
I was typing this up for the Tactics against low-Dex/Move-2 PKs thread (http://nocturnal-media.com/forum/index.php?topic=2024.msg16235#msg16235), when I reflected that since I am addressing a more general issue, it might be better to break this part off as a new thread.
While we are on the topic of Movement Rate, I think that the granularity of Movement Rate is too great, and especially over a longer distance, I would not round the MR but use the actual unrounded value. This prevents the issue that 24 -> Move 2 and 25 -> Move 30, a +50% difference for a single point in DEX or STR.
I also think Movement Rate is too slow, as it implies that the length of a single melee round is a matter of a couple of seconds. I can take a step in one second, even while having a heavy backpack, and assuming I have Move 2, that would give the length of the round as 2 seconds. This is too low for me, as it is basically a single swing of the sword, and I would be dubious as to my chances of getting up in full armor after being knocked down and while trying to protect myself, too. (Granted, I am not a trained knight. :) ).
I can understand an argument from the battle grid perspective that a higher movement rate would need bigger battle grids to differentiate between movements, which might get annoying. But we are not overly fond of that sort of tactical combat anyway and thus In Our Campaign, the length of a melee round has been handwaved to correspond more to the situation: for example, it might take you a round to move to help another knight, if he was standing away from you, whereas if he was next to you, you can join in the fight immediately. If I were to fix a time on it, I'd like at least something like 10 seconds. Granted, that is very (Old) D&D-ish of me, but it simply feels right a good minimum time for an exchange of blows, for one guy to struggle to get up while needing to protect himself, etc. This would imply a Movement Rate of (STR+DEX)/2, which would also address the granularity issue mentioned at the beginning.
While we are on the topic of Movement Rate, I think that the granularity of Movement Rate is too great, and especially over a longer distance, I would not round the MR but use the actual unrounded value. This prevents the issue that 24 -> Move 2 and 25 -> Move 30, a +50% difference for a single point in DEX or STR.
I also think Movement Rate is too slow, as it implies that the length of a single melee round is a matter of a couple of seconds. I can take a step in one second, even while having a heavy backpack, and assuming I have Move 2, that would give the length of the round as 2 seconds. This is too low for me, as it is basically a single swing of the sword, and I would be dubious as to my chances of getting up in full armor after being knocked down and while trying to protect myself, too. (Granted, I am not a trained knight. :) ).
I can understand an argument from the battle grid perspective that a higher movement rate would need bigger battle grids to differentiate between movements, which might get annoying. But we are not overly fond of that sort of tactical combat anyway and thus In Our Campaign, the length of a melee round has been handwaved to correspond more to the situation: for example, it might take you a round to move to help another knight, if he was standing away from you, whereas if he was next to you, you can join in the fight immediately. If I were to fix a time on it, I'd like at least something like 10 seconds. Granted, that is very (Old) D&D-ish of me, but it simply feels right a good minimum time for an exchange of blows, for one guy to struggle to get up while needing to protect himself, etc. This would imply a Movement Rate of (STR+DEX)/2, which would also address the granularity issue mentioned at the beginning.