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New Movement Rule Idea

PostPosted: February 1st, 2011, 3:58 pm
by Ethica
I was thinking. How about a rule which says that when it's your turn you can choose to only "run" in place of both movement and an action.

When running you would get more movement by maybe rolling twice, doubling movement or rolling greater sided dice?

This would make escaping from really fast enemies possible and also catching up to your friends when they are in peril quicker.

Any thoughts on this?

Re: New Movement Rule Idea

PostPosted: February 1st, 2011, 5:38 pm
by drathe
Interesting idea. I would have them roll a third Red Die. But any variation is possible depending on your liking. Double the roll on 2 Red Dice, or roll 4 Red Dice. It would help speed up Quests in situations where the Heroes must traverse long, empty corridors, or return to the stairway after a Quest is completed.

Re: New Movement Rule Idea

PostPosted: February 1st, 2011, 8:26 pm
by el_flesh
Or chicken *lemony goodness* beat it outta there.
"Run away!! Run away!!"

Re: New Movement Rule Idea

PostPosted: February 1st, 2011, 8:53 pm
by LordZeke
Extra Penality for springing a trap while running?

Re: New Movement Rule Idea

PostPosted: February 2nd, 2011, 4:18 am
by ken
Ethica wrote:I was thinking. How about a rule which says that when it's your turn you can choose to only "run" in place of both movement and an action.

When running you would get more movement by maybe rolling twice, doubling movement or rolling greater sided dice?

This would make escaping from really fast enemies possible and also catching up to your friends when they are in peril quicker.

Any thoughts on this?

Chicken, !! Take it like a man :mrgreen:

Re: New Movement Rule Idea

PostPosted: February 2nd, 2011, 6:56 pm
by Ethica
LordZeke wrote:Extra Penality for springing a trap while running?


That's a good idea.

Re: New Movement Rule Idea

PostPosted: February 3rd, 2011, 6:09 pm
by Ethica
I want to use only D6s but I don't want players to roll 2 dice, score say 3, then say "oh yeah, I was running" then roll more.

So I settled on 2 x D10s. I think it will help speed up the game during slow parts.

Re: New Movement Rule Idea

PostPosted: February 5th, 2011, 11:07 am
by LordZeke
I would say the hero's have to declare they are runningbefore running. Maybe just use 2D6+6 which would give them a minimum of 8 and a maximum of 20? Again not letting the heros do an "action" this turn is important because otherwise the spell "Swift Wind" would loose its attractiveness.

Back to the trap idea, if while running a hero springs a trap (undetected) the hero will take a minimum of 1 BP of dmg no matter the role. ie if falling block... roll three die if no skulls are rolled the hero still looses 1 BP
Limiting running to heros that have at lease 2 body points might also be a good idea to prevent them from death by a single trap. Plus a hero that is near death probably wouldnt run very fast.

If the hero attempts to jump a trap while running the extra "momentum" gives him a better chance of making it. Instead of being sucessfull on "anything but a skull", he is sucessful on anything but a black shield.

Re: New Movement Rule Idea

PostPosted: February 5th, 2011, 12:07 pm
by drathe
I like the idea of +6 for running movement and +1 for triggering traps. I don't believe the risk in jumping traps should be reduced though. Otherwise heroes may always run when trying to jump them.

Re: New Movement Rule Idea

PostPosted: February 7th, 2011, 6:49 pm
by joec
I think drathe has got a good layout on the rule now. I'm going to add that to my house rules.