skull Posted March 29, 2015 Share Posted March 29, 2015 Actions/Round and new movement system This is some more optional rules i am working on, I am interested in what others think, especial on the movement rules. Hopefully my calculations are correct on the movement rules Let me know what you think, i am sure they need refining. Course if the new COC 7e movement rules are good we may not need mine, but i have not seen the new COC 7e rules for movement . Thanks in advance. Quote Link to comment Share on other sites More sharing options...
skull Posted March 29, 2015 Author Share Posted March 29, 2015 ACTIONS PER ROUND: (APR) 12 SECOND COMBAT ROUND.(OPTIONAL) DEX APR APR APR SCORE DECIMAL RATIO TIME SPECIAL .5 1/2 1/24 SECONDS 01-04 1 1/1 1/12 SECONDS 05-08 1.5 3/2 1/8 SECONDS 09-12 2 2/1 1/6 SECONDS 13-16 2.5 5/2 1/4.8 SECONDS 17-24 3 3/1 1/4 SECONDS 25-32 3.5 7/2 1/3.4 SECONDS 33-40 4 4/1 1/3 SECONDS 41-48 4.5 9/2 1/2.6 SECONDS 49-56 5 5/1 1/2.4 SECONDS 57-64 5.5 11/2 1/2.18 SECONDS 65+ 6 6/1 1/2 SECONDS POW SCORE APR MOD 01-04 -1 05-08 -.5 09+ NONE MIN. APR IS .5, MAX APR IS 6. FOR GHOSTS, AND NON CORPOREAL CREATURES, USE POW IN PLACE OF DEX. SITUATION APR MOD WOUNDED...................................................... -.5 MAJOR WOUND............................................. 1/2 DRUNK/DAZED/SEVERE PAIN....................... 1/2 DISTRACTED/CONFUSED/ STUNNED............ 1/2 Quote Link to comment Share on other sites More sharing options...
skull Posted March 29, 2015 Author Share Posted March 29, 2015 I am not 100% sure I got the calculations correct. ANIMAL MOVE RATES: (OPTIONAL) The table below is based on a 12 second combat round. MOVEMENT: ROUGH EQUIVALENT MPH X 5.36 = VERY FAST ANIMAL MOVE TAKE KNOWN SPEED IN MPH AND CROSS REFERENCE. ...METERS / ROUND …......... MPH SLOW MED FAST VERY FAST 5 3.5 7 14 28 10 7 14 28 56 15 10 20 40 80 20 13.5 27 54 108 25 17 34 68 136 30 20 40 80 160 35 23.5 47 94 188 40 27 54 108 216 45 30 60 120 240 50 33.5 67 134 268 55 37 74 148 296 60 40 80 160 320 65 43.5 87 174 348 70 47 94 188 376 75 50 100 200 400 80 53.5 107 214 428 85 57 114 228 456 90 60 120 240 480 95 63.5 127 254 508 100 67 134 268 536 EACH +5 +3- +6-7 +13-14 +27-28 +3.5 EXAMPLE: TYPICAL HORSE 30 MPH = SLOW/MEDIUM/FAST/VERY FAST 20/40/80/160 SITUATION MOVE MOD WOUNDED...................1/2 ROLL DIFF.POW TASK TO AVOID MOVE MOD. MAJOR WOUND...............1/4 ROLL HARD POW TASK TO AVOID MOVE MOD. DRUNK/DAZED/SEVERE PAIN...1/4 ROLL HARD POW TASK TO AVOID MOVE MOD. DISTRACTED/CONFUSED.......1/4 ROLL HARD POW TASK TO AVOID MOVE MOD. STUNNED...................1/4 ROLL HARD POW TASK TO AVOID MOVE MOD. EXAMPLE ANIMALS: ANIMAL …......METERS / ROUND......... TYPE MPH SLOW MED FAST VERY FAST ALLIGATOR(LAND) 10 7 14 28 56 ALLIGATOR(WATER) 20 13.5 27 54 108 BEAR(BLACK,BROWN) 20 13.5 27 54 108 BEAR(GRIZLY) 35 23.5 47 94 188 CROCODILE(LAND) 10 7 14 28 56 CROCODILE(WATER) 20 13.5 27 54 108 DEER 30 20 40 80 160 DOG 30 20 40 80 160 RIDING HORSE 30 20 40 80 160 Quote Link to comment Share on other sites More sharing options...
skull Posted March 29, 2015 Author Share Posted March 29, 2015 HUMANOID MOVEMENT:(OPTIOMNAL) HUMANS/HUMANOIDS SLOW MOVE = AVG OF STR AND DEX note: assumes a 12 second combat round *CAN MOVE VERY FAST SPEED FOR CON/2 MINUTES *CAN MOVE FAST SPEED FOR CON IN MINUTES. *CAN MOVE MEDIUM SPEED FOR CON X 2 MINUTES * this may be off,not sure HEIGHT MOVE MOD .5M -7 1M/3' -3 2M/6' NONE 3M/9' +3 4M/12' +7 5M/15' +10 6M/18' +14 7M/21' +17 8M/24' +21 9M/27' +24 10M/30' +28 11M/33' +31 12M/36' +35 13M/39' +38 14M/42' +42 15M/45' +45 16M/48' +49 EACH +1M +3 THEN +4 EACH FOOT OVER NORMAL HEIGHT = +1 MOVE MOD. EACH FOOT UNDER NORMAL HEIGHT = -1 MOVE MOD. SITUATION MOVE MOD WOUNDED............................................1/2 ROLL DIFF.POW TASK TO AVOID MOVE MOD. MAJOR WOUND....................................1/4 ROLL HARD POW TASK TO AVOID MOVE MOD. DRUNK/DAZED/SEVERE PAIN..............1/4 ROLL HARD POW TASK TO AVOID MOVE MOD. DISTRACTED/CONFUSED....................1/4 ROLL HARD POW TASK TO AVOID MOVE MOD. STUNNED.............................................1/4 ROLL HARD POW TASK TO AVOID MOVE MOD. OVERWEIGHT......................................EACH POINT OF SIZ OVER STR 13 = -1 MOVE MOD. LUNG DISEASE/ASTHMA.....................1/4 ROLL DIFF.POW TASK FOR 1/2 MOVE MOD. ROLL HARD POW TASK TO AVOID MOVE MOD. EXAMPLE: THORN HAS A STR OF 13 AND A DEX 0F 15 AVERAGE = 14 OR MAX SPEED OF 21 MPH (21 MPH / 1.5) = 14/28/56/112 AVERAGE TYPICAL HUMAN* 15 MPH = SLOW/MEDIUM/FAST/VERY FAST 10/20/40/80 STR 10, DEX 10 SIZE NORMAL 13, 2 METERS HEIGHT IF THE ABOVE HUMAN WAS 7 FEET TALL HE/SHE WOULD BE AT +1 FOR MOVE IF THE ABOVE HUMAN WAS 8 FEET TALL HE/SHE WOULD BE AT +2 FOR MOVE IF THE ABOVE HUMAN WAS 3M OR 9 FEET TALL HE WOULD BE AT +3 FOR MOVE Quote Link to comment Share on other sites More sharing options...
skull Posted March 29, 2015 Author Share Posted March 29, 2015 Let me know what you think! i really need the feedback. I don't currently have a gaming group, so i have no one to judge except myself. Quote Link to comment Share on other sites More sharing options...
Trifletraxor Posted March 30, 2015 Share Posted March 30, 2015 The rules seem accurate and realistic, but a bit "heavy" for the rules light type of BRP games I have going. Good work though! Quote Ef plest master, this mighty fine grub! 116/420. High Priest. Link to comment Share on other sites More sharing options...
p_clapham Posted March 31, 2015 Share Posted March 31, 2015 I think just having Mov equal the average of STR & DEX is good enough on its own. 1 Quote Link to comment Share on other sites More sharing options...
skull Posted April 1, 2015 Author Share Posted April 1, 2015 Thanks I agree it is on the rules heavy side a tad bit maybe to much. Course that is why its optional rules use what you like or don't use them! I like accuracy and realism even if it is a bit on the heavy rules side. Thanks and remember use what parts you like! Quote Link to comment Share on other sites More sharing options...
skull Posted April 1, 2015 Author Share Posted April 1, 2015 These will be optinal rules in my POTA rpg i am working on. oh if anyone uses the above rules or parts, let me now how it goes, in a real game. Thanks! Quote Link to comment Share on other sites More sharing options...
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