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Basic Roleplaying - movement in combat


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I am learning the Basic Roleplaying rules for the first time and am aiming to streamline combat as much as possible (as my players do not like much crunch).

So far I've dropped the statement of intent phase, and combined the action and powers phase, as directed in the rulebook. As well as having a more traditional initiative roll (DEX or INT) as opposed to the default ranks.

I'm looking to streamline movement, I find it a bit too complicated that your rank in combat is lowered depending on how much you move.

I'm happy that a character has a 30 metre limit, but I think I would prefer to give everyone a 15 metre limit, unless they want to "run" as their action, which doubles their movement.

Does anyone think this will cause me huge issues further down the line or unbalance things horrifically?

All thoughts very much appreciated 🙂

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5 hours ago, journoengland said:

 

Does anyone think this will cause me huge issues further down the line or unbalance things horrifically?

Depends on what you consider huge. It will change things, but if it is a problem of not depends on your point of view.

5 hours ago, journoengland said:

All thoughts very much appreciated 🙂

My first thought is that this will change missile weapons and spells, and put such characters at a disadvantage.

By RAW with reducing DEX Rank/Strike Rank someone with a ready missile weapon will be able to shoot at someone at a distance, who is running up to them before they can reach them and hit them in melee. If you get rid of that them someone with a loaded missile weapon (bow, crossbow, gun, javelin, rock, blaster rifle, machinegun, etc.) will just stand there and do nothing for several seconds while someone 30 meters away (roughly the length of a basketball court) runs up to them and then swings their axe because the opponent rolled better for initiative.  

Now to me, that's a big problem, especially in a game like BRP where one good hit can drop a foe and going first is a significant advantage. Realistically,  nobody can run fast enough to cover that much distance without the missile user getting a shot off.  

But if you and your players don't mind that, then you should be fine.

 

P.S. If you do go with this then I suggest you apply a initiative penalty for  movement (or a bonus to those who stand still).

Chaos stalks my world, but she's a big girl and can take of herself.

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In my WIP, characters have a base move range of 6 to 12 yards per round (depending on their Quickness). They can move more faster if they jog, run or dash.

My (untested) rule for encounters between ranged and melee combatants is:

Attacking a Ranged Combatant

When a melee combatant announces that they are moving to attack someone with a ranged weapon that is ready to fire (a notched arrow, a loaded weapon in hand), the GM should consider the distance between the combatants. Is it realistic for the melee combatant to reach the opponent without them having a chance to fire at them as they approach? If the melee combatant has an Initiative at least 5 points higher than the ranged combatant (after any modifications for their weapons and armour) and the distance is short (within their base movement range), the melee combatant’s attack roll should be resolved at the same time as the ranged combatant’s.

In case the ranged weapon is not ready to fire, but is quick to draw or reload (thrown dagger, bow), they can still attack first, but incur the penalty described earlier in this chapter (-10% to attack chance in case of daggers and bows, -20% in case of loaded pistols or long guns (provided that they are carried in a manner allowing for quick aim)).

However, if the distance is longer or the Initiatives more closely matched (or in favour of the ranged combatant), the ranged attack is resolved first.

Edited by Susimetsa
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18 hours ago, journoengland said:

Does anyone think this will cause me huge issues further down the line or unbalance things horrifically?

Probably not.

It depends on whether you use a hex map, or similar, in combat, or prefer a "theatre of the mind" approach. If you use a hex map then you move at a point in the combat round and that might cause issues when deciding the order of events. So, if an opponent drops and you move to a new opponent, then moving might leave the Adventurer stranded with nothing to do. If you use the theatre of the mind approach then you just move and do things as expected.

As your question might have been more about reducing movement from 30m to 15m, I don't think that will make much of a difference.

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