| Post/Author/DateTime | Post |
|---|---|
| #1fetfreakApr 24, 2008 4:56:57 | I'll start from the beginning. Characters move action is 30ft. If a characters uses full round to run it's 120ft. 120ft in 6 seconds. Now 120ft is 36m. That would mean that a character can run 100m in 16 seconds. Current world record in 100m run is 9.74 seconds. Now a barbarian character is faster. He beats 100m in 13 seconds. A barbarian with run feat beats 100m in 10 seconds which is almost a world record. Not to mention what a monk can do. I personally don't have a problem with that. The problem came up when my friends and I wanted to make a run skill. Cause when you think of it, it is stupid that a 20th lvl ranger runs as fast as 1lvl wizard on short distance. A run skill is a class skill to all except wizards, clerics, sorcerers and druids. It started simple. On short distance you add str modifier, on long runs you add con modifier. Short races suffered -4 penalty and for every 10ft you get from class or whatever (barb, monk) you get + 4 on run skill. Armor check penalty applied and for every 5 ranks you got +2 on jump. It worked like a charm. The problem is that a 5th lvl fighter with these mechanics can beat the world record. Is that wrong? And also some other things happened. A str based ranger managed to outrun a wizard under fly. Ranger 6th lvl - + 9 ranks + 4 str = 13 Wizard 6th lvl under fly (60ft) - 0 fly ranks + 12 from 30ft base difference = 12 Now you can always allow wizards and sorcerers to pun ranks in fly skill and it can use dex modifier. Still martial classes have a chance outrunning them. Is this good or a bad thing? I personally kind of like it. Fly spell is now a bit less game breaking. |
| #2meikle_641Apr 24, 2008 22:17:59 | It's not much of a problem, honestly. Legendary humans IRL are around lvl 4-7, really. One site has Einstein statted as being lvl 5 (IIRC), using the 3.5 rules as calibration. At around lvl 5 or 6 a human fighter can regularly match world record longjumps, and occasionally surpass it. So yeah, don't be too worried if you start to surpass IRL limits, because that's around the limits of normal human beings. That said, I'm not entirely sure how your skill works... |
| #3fetfreakApr 25, 2008 6:03:27 | Well it's simple. d20 + total run skill (rank + modifier + misc bonus) vs other characters d20 + run skill. The one who scores higher is faster for that round and he has the advantage of how much batter he was from his opponent. Runner1 - d20 + total run of 8. He get 12 on d20 + 8 = 20 Runner2 - d20 + total run of 10. He gets an 8 on d20 + 10 = 18 So runner1 is faster and he leads with 2 skill points If runner2 wants to catch him he needs to beat next opponent's check by 2 or more. |
| #4darokinbladeApr 25, 2008 11:01:42 | So essentially this skill is only used when making opposed checks? That sounds like the Endurance skill in the SWSE system. For some reason I had the impression that this would alter their base speed in terms of squares. |
| #5meikle_641Apr 25, 2008 18:59:39 | Hmm, well according to the SRD when you have a race between two folks of the same speed... "EVASION AND PURSUIT In round-by-round movement, simply counting off squares, it’s impossible for a slow character to get away from a determined fast character without mitigating circumstances. Likewise, it’s no problem for a fast character to get away from a slower one. When the speeds of the two concerned characters are equal, there’s a simple way to resolve a chase: If one creature is pursuing another, both are moving at the same speed, and the chase continues for at least a few rounds, have them make opposed Dexterity checks to see who is the faster over those rounds. If the creature being chased wins, it escapes. If the pursuer wins, it catches the fleeing creature. Sometimes a chase occurs overland and could last all day, with the two sides only occasionally getting glimpses of each other at a distance. In the case of a long chase, an opposed Constitution check made by all parties determines which can keep pace the longest. If the creature being chased rolls the highest, it gets away. If not, the chaser runs down its prey, outlasting it with stamina." |
| #6NathreetApr 25, 2008 22:39:47 | At equal movement speed short runs are opposed dex checks, long runs opposed con checks. No need to add anything else. |
| #7fetfreakApr 26, 2008 12:09:56 | shouldn't it be the str check? It's the power of your legs that counts. The reason why we added it is because 1st lvl character is as fast as a 20th lvl character. |
| #8rhialtoApr 27, 2008 2:12:24 | I think its Dex because an accidental trip is much more important than pure muscle power. The strength of your legs is reflected directly in the movement rate anyway. |
| #9Johnathan_VagabondMay 05, 2008 8:48:34 | It would be interesting if by using the Run Skill to make only move actions in a round you could increase your speed. Barbarian and Monk classes either gain a bonus and lose their speed, or increase their speed without bonuses. For every 10 points on a check you gain 5'. Most people can run a little faster most of the time, but not all of the time. DC 20 would be someone with a good Str (or Dex) getting their best time every once in a while. Putting ranks in Run would mean you could do it more often, but not all the time. I like the idea. It gives people variables in their speed. After all, if I were to make a sprint from one end of the block to the other each morning, I wouldn't get the same time every time (no matter how in or out of shape I was) unless I was running at a specific pace (taking 10). |
| #10squidyakMay 05, 2008 10:03:44 | I use a skill for run in my games and it seems to work pretty good, here's a couple excerpts from my campaign guideAthletics: The athletics skill allows a character to move more quickly. A character may add 5' to his movement for every 5 points he beats DC 10 on his check. Keep in mind movement rates have been adjusted from the PHB. Swim is a meta-skill of athletics. Movement: Character movement rates are as follows: Walk at base movement, hustle at 1 ½ base movement, run at double movement, and sprint at triple movement. |