ayinde Posted January 7, 2013 Report Share Posted January 7, 2013 I have been playing with the idea of locking move powers to speed 2. this leaves the speed stat for martial arts type heroes more than speedsters. the exception would be teleport this power will not be effected by the rule change. the way I see the move power working is beginning of turn declare where you are trying to get to your move now indicates how far you can go in 6 sec. the pc avoids any obstacles with a dex check or a skill roll with a modifer to move roll of active points divided by ten. do you see any reason this might be a bad idea? Quote Link to comment Share on other sites More sharing options...
Christougher Posted January 8, 2013 Report Share Posted January 8, 2013 Re: changing how move works ....... a little Other than inertia and players' unwillingness to change? Maybe. Movement powers are priced for the current construction of powers, you'll have to revisit their costs. You'll have to accept characters moving MUCH slower than previous. You'll have to decouple movement from actions - no more Half Move and Attack. Six seconds is also a long gap for movement - expect questions to come up about where characters are in between segments. Velocity based attacks may need to be examined. A possible resolution for some of this is movement per Segment, even if the character has no action Held/available. Chris. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.