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In every round you act on your Dex rank. You can move up to 30m if that is all you do. Or you can move 29m or less and act on 1/4 your Dex rank. If you move 15m or less you can act on 1/2 your Dex rank.
If instead you attack on your Dex rank you can also move up to 5m at the same time. If you can take additional actions, such as firing a gun multiple times a round, each additional action happens on your Dex rank -5. So if you had a Light pistol and wanted to fire 3 times you would need a Dex of 11 or better and would act on Dex, Dex-5 and Dex-10 ranks. This is a quick and dirty explanation based on my reading the section 5 minutes ago. |
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Pretty much as RQIII IIRC, at least in the play test draft - you can commence moving on your DEX SR at typically 3m / SR etc.
Cheers, Nick Middleton
__________________
"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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Does that means you're slower with SR than without? It seems strange. Runequestement votre, Kloster |
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In the Combat chapter of RQ3, it says you commence movement on your DEX SR. Does this apply every round, or only when you commence a new movement? In subsequent rounds, if you have not reached or changed your objective, do you continue to move on SR 1, 2, and so on, since you're not commencing movement that round? I know this sounds like a spurious argument. The general rule was that didn't carry over action from one round to the next-- you start moving on your DEX SR every round, and never do anything before that (except sometimes spells, but that was the only named exception). However, in my most recent campaign game (Elfquest-- but it used the same SR rules as RQIII) I allowed movement on all SR as long as it was movement commenced in some previous round. For example, a PC sights a deer at just outside his thrown spear range; the deer hasn't noticed him. The PC's wolf starts to move at its DEX SR. The deer starts to move at its DEX SR +3 (because it's surprised-- failed its Listen and Scent rolls, I guess). The wolf gains some ground on the deer, showing the intended effect of the SR rules: giving an advantage in speed to the character with the quicker reaction time. In the following round, assuming the deer's still on its feet, both animals move in all 10 SR (10 x their basic move)... or faster if they push it. The deer doesn't need to leap into a run from a standing start-- it's already going. The wolf's surprise advantage evaporates, and it becomes a pure contest of running speed and endurance. To continue the example, let's say the following round the PC hears a distress cry from one of his tribe mates behind him. He gives his wolf the signal to break off the chase and turn around... but he can't give that signal to the wolf until his own DEX SR. He ends up 2 full SR of movement further away before the wolf can turn around. If I were feeling particularly mean, I might have the signal given on the PC's DEX SR (say SR3), and have the wolf react on its own DEX SR after that (say SR5). Anyway, sorry for the digression. I thought this might be of use in the case that BRP Zero uses the RQ3 SR rules verbatim. |
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IIRC, in RQ III, You move starts at your DEX SR when moving while doing something else (like fighting). If it is a continuous move and you do nothing else, you start moving at your DEX SR of 1st round, and move 3m (for a human) each SR, like a cart moves each SR.
Runequestement votre, Kloster |
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Thanks! I feel better about that now. |