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You'll find a lot more too. Generally animal speeds are hard to get because there is no way to know if the animal is going flat out, just how far the animal is traveling and to measure the time precisely. Well, except for horses and dogs, which we run in races. For instance the speed of a sprinting cheetah was usually listed at 60mph when I was a kid, crept up to 65mph when I got out of school, and last time I checked had gotten up to 70mph. I suspect most animals probably have the same variance in running speed that humans do. We just haven't had the chance to work it out. Plus, when a Elephant, rhino, bear or cheetah is charging, the folks who could be working out speeds are probably trying to stop it with a rifle before it gets to them. Well the simple way to do that would be to apply modifiers for DEX, SIZ different from the norm. So if an Elephant has a 53 SIZ then 4 points above that would be 57, so at that SIZ the elephant would get a bonus.
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If one wanted to get crazy with it, they could factor a low CON or STR in to determine whether the SIZ stat describes a large athletic person or not. One could also incorporate body sizes from Stormbringer4. That's too crunchy for my taste. There's a lot of number crunching in this thread, which is good. I haven't bothered to do that. I'm only concerned is whether something is slower, as fast, or faster than something else. So, using the BRP0 rules and my simple equation (1'm assuming Humans are 3d6 with an average of 11): Centaur MOV 20 Human MOV 11 Horse MOV 19 Elf MOV 12 Dwarf MOV 9 Halfling MOV 11 Orc MOV12 Giant MOV 72 Wolf MOV 11 Hawk MOV 16 etc. It works pretty well. One issue is that vehicles and PC/NPC MOV rules won't work the same unless you want to assign stats to vehicles. |
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Personally, I've never liked formulae for working things like this out.
What I prefer to do is to compare with existing movement rates. So, is a leopard as fast as a tiger? You don't need exact matches, after all, because of the integer numbers. After all, what do you need movement for? Round by round chases - relative MOV is what's important here. Turn by turn scenario movement - most people walk at about the same rate and many creatures move at about the same rate. Day by day movement - all you really need is a table showing how far people can move. Sure, some things can move slightly faster than others but it isn't going to make a huge difference. So, I wouldn't bother with fancy formulae or give every creature its own indivudually crafted MOV rate. I'd keep it simple.
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My basic wolf would probably start out with a Run skill of 60%, my basic Halfling with a Run of 25% (I'm being generous here). The wolf's at MOV 7 and the Halfling's at MOV 3. The wolf runs down the Halfling easily. The only reason why the Halfling can conceivably compete with the wolf their inhuman +10 to their Dex roll. Quote:
So, in my game, some sort of chase usually pops up at least once a session. I ask their MOV and their pertinent skill and just do the math in my head. A couple of MOV:MOV, maybe some Stamina rolls, and some scenic description (allowing segments into the race so that the players can throw in some loops and do interesting things), and the chase is over. Very easy, very effective. Now, my approach is definitely not for everyone. I play fast and loose on what MOV actually means. I only use it as a comparison Stat, not a hard value. But I figure if SIZ is height and weight, and DEX is dexterity and agility, and INT is intelligence and wisdom a soft MOV stat wouldn't be out of place. Just putting it out their for those who might be interested. |
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In other words, in RQ3, if you were going to create yourself as a character you would look up your weight on the SIZ table to find what your SIZ is. There is no overlap so it's cut and dry. When I did my conversion of Selene from the movie Underworld, I looked up the height and weight of Kate Beckinsale on the internet to determine her SIZ, she weights 115lbs and is 5'6" tall. Looking up 115lbs in BRP means she falls between SIZ 6 and SIZ 13. Thats a large spread and would involve me having to guess what SIZ to give her. Now, looking up her height of 56 (66) gives me a possible SIZ of 10 or 11. This is much easier to work with. I settled with a SIZ 10 as Kate looks on the petite size. SIZ Height Weight 6 4954 51120 7 5559 61140 8 6062 80160 9 6264 85180 10 6466 90200 11 6668 95220 12 6870 100240 13 7072 110260 I'm sorry if I derailed this thread, I just wanted to clarify why I think SIZ is more dependent on height than weight in the new BRP. Rod
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Rod
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THe SIZ table is not that new (SB1 I think), and SIZ for people wasn't supposed to be cut & dried. Just that the scale was give as the most common use for SIZ was for lifting things. People would wounder if two SIZ 5 rocks made a SIZ 10 rock (they don't). The fixed scale gave you something to go on.So if you are going to pick up Kate ( The original RQ SIZ chart had ranges for both, and the full SB1 chart actually broke up weight by frame. So she could be light framed. P.S> I am so naming a druid after you the next time I run Star Wars. 3D6 is such a great druid name.
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