Attempting to make a custom run speed... [Archive] - Wizards Community

Post/Author/DateTimePost
Aeguven

12-10-03, 06:48 PM
Ok, I'd like to make it so that the characters in a campaign I'm about to start have a run-speed that is custon to them. So depending on one of their abilities their run-speed will be higher or lower than that of their normal race. The thing is I have a problem...What stat??? I haven't even considered the mathmatical expression I'll use so the players can find their speed. My players greatly enjoy realism, so I'm attempting to give them as much realism as possible. Any help would be very appreciated.

By the way, this is my first post. (W00T!)
Mock26

12-10-03, 06:57 PM
I would suggest using the average of Str. and Con. to determine their running speed, and use Con. to determine how long they can run. Sadly, I have no clue how to translate these into real numbers, but those are the stats I would use.

ciao,
john.
Aeguven

12-10-03, 07:04 PM
I was considering using a combination of all three physical abilities, since muscle-power, agility, and endurance are all key to an athlete's ability to run with great speed. Thanks for your opinion.
Talyma

12-10-03, 08:46 PM
Alright, according to the rules (Player’s Guide 3.0, 130), the average human should be able to run 30 feet per round. The average strength, dexterity, and constitution of a human is about 10.
If you want to keep it simple, just add STR + DEX + CON to get running speed (10+10+10 = 30)

Now if you want to get technical, maybe the 30 feet per round applies to the average *hero* and not the average *human.* In this case, the average hero’s STR, CON, and DEX should be 12 or 13.

Therefore, 12.5x + 12.5x + 12.5x = 30
Solving, x = .8
So, STR(0.8) + DEX(0.8) + CON(0.8) = Character’s Run Speed
This would be the equation I suggest you use if you want a custom run speed, for simplicity’s sake.

If you want a more customized equation, for example, you want STR to count for 70% of the final run speed, DEX for 20%, and CON for 10% or some other derivative, feel free to ask.
You may also consider adding the Run skill back into the game: could be useful for the players since it’ll have a valid use again.

:cool:
:Edit: Whoops! Forgot about the other races...
For halflings, dwarves, and gnomes, use
STR(0.53) + DEX(0.53) + CON(0.53)
SpellMaster

12-10-03, 10:48 PM
My simple suggestion is to add the average of your Str, Con and Dex modifiers to your base speed, but only for pursuit.

Example: Frank the Fighter has Str 15, Con 17, and Dex 13.
The average score here is 2+3+1=6, then divide by three to get 2. So, Frank's speed for pursuit is 32.

This system avoids large changes in base speed (usually only one or two feet), and avoids entirely a speed change except for pursuit, where, by the book, one character with speed of 30 will never catch another character with speed 30.