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Quote:
"an adventurer must start moving on the SR equal to his/her DEX SR. ... During the next melee round he can move at 3m. per SR, beginning again on his DEX SR." |
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Rules must be tempered with common sense.
If you are running, do you stop running for 3 seconds in every 10? No, you carry on. So, in this case I'd use common sense rather than sticking rigidly to the rules. So, someone who is moving across rounds will keep moving before their normal DEX SR. Don't forget that in RQ3 Movement is not a combat action, unlike in RQM. I hope it isn't a combat action in BRP but I have a sneaky suspicion that it is going to be. |
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Yeah, but my common sense tells me that some people are faster than others. I always viewed the DEX SR thing to be a way of segmenting the movement so that quicker character could move an extra 6 or 12m.
I think I'll pull out MC and see if it addresses that.
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I always thought Strike Ranks did not exactly equal seconds, they "approximated" to them. And just because the physical actions is divided up in to rounds does NOT mean that what's being described unfolds in the same discontinuous fashion.
I always approached it that rounds, SR's etc. are all just tools to allow us to play as a game with some structure and plausibility dramatic close quarters action that otherwise would be too confusing. So, DEX SR is an indication of overall speed of reactions. Everyone one "moves" at basically the same moment in any round: but people with better DEX SR (i.e. lower DEX SR) are fractionally faster, or have just read the unfolding situation better and get "the drop" on the other combatants, or are more alert to the important things in the environment of the battlefield - the net effect is that someone one with DEX 20+ covers 27m in a round (DEX SR1, 9 SR of movement at 3m / SR), but someone with DEX 11 covers only 21m (DEX SR 3, 7 SR of movement at 3m / SR). This does NOT mean the DEX 11 character "freezes" for 3 seconds out of every ten in every combat - it means they spend little fractions more working out what's going on or how to achieve what they want here and there throughout the fight. The SR values are just a way to quantify all the mayhem and split second stuff in a way that makes it easy enough to follow that it can be a playable game. Oh, and in BRP Zero whilst Move is listed under a heading of "Combat Actions" it is also specifically stated as being for un-engaged combatants (engaged combatants get a much more limited Move allowance). Cheers, Nick Middleton
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"Soon we'll be out, amid the cold world's strife, Soon we'll be sliding down the razor blade of life." Tom Lehrer, College Days BasicRolePlaying Uncounted Worlds Gwenthia 64/420 |
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Oh so movement is differenrt for engaged combatants?
No debating, just wondering. I'm working on something and movement sequencing kinda important. Basically it along the lines of can someone move into range and shoot before the other gun gets to move and put some distance between the two. Ditto for vehicles. While I know BRP has a version of the chase rules, I'm thinking along the lines of a running fight or aerial dogfight, or starfighters. I was wondering if it was both move that use the difference for ranging or one moves, shoots, then the other moves, shoots. Depending on just how it works in the book might make a difference in how I work the maneuvers. When you got starships that move vast distances in a combat turn it can make a big difference of what range penalties apply.
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An engaged or unengaged person can move up to 5 meters and make an attack and/or defensive action without penalty.
An unegaged person can move up to 30 meters in a combat round if no other action is taken; except for defensive via parry or dodge. If a person moves between 6-15 meters in a combat round, then they can act at 1/2 their normal DEX rank. If a person moves between 16-29 meters, then they can act at 1/4 DEX rank. Movement modifers to DEX rank are applied first, then any other penalties are applied after. |
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Something Steve Perrin has often said he is unhappy with is the expansion of SRs in RQ3. As Nick says above, SRs were basically an abstraction to help answer the question of who does what when. Unfortunately, RQ3 suffered SR creep where more and more stuff got loaded onto them until they started to look more as if each SR was an interval of time. I remember seeing what happened when I would watch people playing RQ3 with miniatures on a table and they would move their figure 3m each SR and then people would wonder how they could attack someone who had run past them before they could attack on their SR.
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