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Showing results for tags 'speed'.
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- Speed
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So I'm envisaging a scenario in which a hero has to hold up something heavy; a bridge, building, cave roof. Now normally a character has to pay END for each phase in which they use their STR. But the rules also allow for a character to lower their SPD. Thus the character can lower their SPD to 1 and only pay END costs once per turn to hold up the object. This strikes me as silly. Surely the bridge, et.al. is applying pressure downward every segment. Shouldn't the hero have to apply their STR every segment to resist the weight? I realise that the hero will probably run out of END, and then STUN, and then pass out very quickly. But it just strikes me as the best dramatic option. How do other folks handle this?
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Speed 4 goes on phases 3,6,9,12. Are there any cool house rule alternatives to break up Turn / Speed predictability? Like maybe roll a d12 and add your speed, on a 12 or higher you get to act in that segment. If you fail, you get to add your 2x your speed on the subsequent segment d12 roll. Roll d12+spd * Roll 12+ You get to act * Roll 12- On the next segment your roll d12+ 2 x Spd and try and get 12+ I'd like to think this could show personal hesitation in combat. A 'high' speed character shows someone who can handle the intensity of combat and take action vs hesitating with only abort OMG Dodge options. Thanks!
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This has probably been done before, but I can’t seem to find a “search” feature. Do you have any experience with ditching the Speed Chart? Just to put things in context, this idea is for Heroic games, not Superheroic. I want something like D20 or Gurps, where each character gets one action per round. Issue 1 is SPD, which becomes meaningless. You could simply ignore it, and have players act in order of DEX + lightning reflexes. Or, reduce the cost to 1 CP for 1 rank and use a D20-ish initiative (3d6 + Speed + LR, roll once before combat begins.) Issue 2 is Phase 12 recovery. Not sure what to do here (other than just ignore it) or say everyone gets a recovery after “round” 12. Issue 3 is Flash, which relies on segments. Could you simply say that it works that many “rounds” or would that make Flash too powerful? Anything else I’m missing?
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I am preparing to run a Play by Post (PBP) campaign using 6th edition. I am looking to make combat run as smoothly as possible, and especially as quickly as possible; with respect to Speed. Factors to consider: 1) Most players check the site no more than once per day, thus if combat begins - and players have more than a speed of 1 - they will likely only manage to type-out/roll a single action (phase) at a time. 2) I don't want to get too ham-fisted about restrictions, although I am limiting speed to 4 - I don't want to get any tighter than that. 3) I intend for there to be between 4-6 PCs. 4) I am sure that there are others, I just went brain-dead.
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Can a vehicle delay its action or abort its action? For instance, I have a giant mecha as a vehicle with a speed of 3. Can it delay it's 4 until 7, go on 8, and abort it's 12 to go on 9?