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Actions/Round and new movement system optional rules.

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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.
 
 

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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     

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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      

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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

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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.

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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! :)

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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!

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