Movement rules
Scott Adams
longshot at DARKTECH.ORG
Mon Oct 9 03:26:21 CEST 2000
At 08:06 PM 10/8/00 -0500, you wrote:
>the reason this came up was during a gaming session i was running
>multiple times the players needed to ketch up to someone who had left an
>area
>not long before. in another run they needed to reach a place a few miles
>away quickly.
>
>but P&P has no movement rules for a chase or short fast moves
>I of course fudged it for the time but I would prefer to standardize a
>rule
>
>and yes i know that humans can outrun horses in many endurance races
>thats also how wolves and other animals operate on some hunts
>
>It just that from personal evidence the marching rates seem quite low
>a bicycle allows easy coverage of distance with minimal effort at 15mph
>and i have done so for many hours at a time. walks at 3 mph for many
>hours
>also. yet P&P has you averaging 1 mph over 12 hours.
>
>then supernatural stats should effect movement also!
>
>thanks for reply
>
For chases I just use 'normal' movement and if the numbers eventually catch up
then they do.
HArd to explain but its a bit of a house rule here with some modifications. I
used it in the
pbem recently I'm running now and one character was being chased by others.
In
two instances
they caught up within sight of him (he had a 30 minute lead) but eventually he
slipped them.
I just used the basic rates and when group b's numbers got close to the
distance travelled then
it came within sight of each other. I just figured out exact feet travelled
how much they got within
a 30 minute period based on MR rates and worked it from there. Nothing
really
fancy.
Course if your really needing to chase anyone the common methods don't
work. I
like teleport
or flight or such methods :)
Longshot - ZC of AdventureNet International Echomail Network
Fringe BBS - EWOG II - 904-733-1721
Telegard / Allfix Beta Site
More information about the pnp
mailing list