Basic Roleplaying Central

Home Forum Downloads Reviews Wiki Gallery Links


Go Back   BRP Central > The Basic Roleplaying Forum > Basic Roleplaying
Register Blogs FAQ Members List Calendar Search Today's Posts Mark Forums Read

Reply
 
LinkBack Thread Tools Display Modes
  #21 (permalink)  
Old February 8th, 2008
Atgxtg's Avatar
Senior Member
 
Join Date: Sep 2007
Posts: 1,525
Default

Quote:
Originally Posted by Trifletraxor View Post
Nature says 15 mph.

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.



Quote:
Originally Posted by Trifletraxor View Post
Don't like those calculations. I'd rather have a base at the average speed, and then adjust up and down, so the GM don't have to calculate for every single critter unless he/she really wants too.

SGL.
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.
__________________
Got Puppet?
Reply With Quote
  #22 (permalink)  
Old February 10th, 2008
Senior Member
 
Join Date: Sep 2007
Posts: 145
Default

Quote:
Originally Posted by threedeesix View Post
In the new version of BRP, SIZ is more dependent on height than weight.
Yeah, and I think it's the right way to go. Since SIZ is a weird hybrid of mass and reach (height) it's hard to quantify and apply to a rules system. I've always thought that some of the strength of BRP is that it can be abstracted and can be played fast and loose. When viewing an attribute, I generally take it at it's most optimum use. That's why I included SIZ in the equation.

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.
Reply With Quote
  #23 (permalink)  
Old February 10th, 2008
Trifletraxor's Avatar
Chief Beetle Breeder
 
Join Date: Aug 2007
Location: Oslo, Norway.
Posts: 1,367
Blog Entries: 5
Default

You've got the wolf and the halfling at the same speed with that formula though. I think a wolf should be able to run down a halfling pretty easy.

SGL.
__________________
Ef plest master, this mighty fine grub!
116/420
Reply With Quote
  #24 (permalink)  
Old February 10th, 2008
soltakss's Avatar
RQ Fogey
 
Join Date: Sep 2007
Location: Birmingham, UK
Posts: 581
Blog Entries: 1
Default

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.
__________________
Simon Phipp

Wallowing in my elitism since 1982.

Never in a million years / 420


Many Systems, One Family

RQ/BRP Site (Not much BRP at the moment) www.soltakss.com/index.html
Reply With Quote
  #25 (permalink)  
Old February 10th, 2008
Atgxtg's Avatar
Senior Member
 
Join Date: Sep 2007
Posts: 1,525
Default

Quote:
Originally Posted by threedeesix View Post
In the new version of BRP, SIZ is more dependent on height than weight. Look at SIZ 13 for example, an average human. Height only varies a couple inches, but weight about a hundred pounds. (I'm at work and don't have the book with me). So I agree that the above formula could work for me.

Rodney Leary
That isn't because Height is more important. It has to do with something known as the square-cube law. Basically if you take an object (or person) and double it's size (twice the height, width, depth) you cube the mass.

The table looks like the old one from Strombringer, and gives you a range of size for a character, probably so that all SIZ 13 characters don't all weight exactly the same. Based on the SIZ scores for horse, cars, and other things, SIZ doesn't look like it has changed much. Using the vehicle masses and comparing with the RQ3 chart, it looks like the same formula holds, just that some of the values have been rounded off to the nearest number divisible by 5.
__________________
Got Puppet?
Reply With Quote
  #26 (permalink)  
Old February 10th, 2008
Senior Member
 
Join Date: Sep 2007
Posts: 145
Default

Quote:
Originally Posted by Trifletraxor View Post
You've got the wolf and the halfling at the same speed with that formula though. I think a wolf should be able to run down a halfling pretty easy.
Yeah, that's why I augment MOV by movement skills (Run, Swim, Climb, Drive, etc.)

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:
Originally Posted by soltakss View Post
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.
I understand where you're coming from, but I've never liked the monolithic MOV stat. I know many 'humans' who are consistently faster than me, and many who are consistently slower. Instead of assigning MOV stats by caveat or introducing a Speed stat I use this little formula, and despite the game not being written with movement being dependent on Size and Dexterity in mind, I've had no trouble with it in the past.

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.
Reply With Quote
  #27 (permalink)  
Old February 11th, 2008
threedeesix's Avatar
Senior Member
 
Join Date: Oct 2007
Posts: 146
Default

Quote:
Originally Posted by Atgxtg View Post
That isn't because Height is more important. It has to do with something known as the square-cube law. Basically if you take an object (or person) and double it's size (twice the height, width, depth) you cube the mass.
I wasn't implying that it was more important as much as reworked so it is more dependent on it.

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. That’s a large spread and would involve me having to guess what SIZ to give her.

Now, looking up her height of 5’6” (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 49–54 51–120
7 55–59 61–140
8 60–62 80–160
9 62–64 85–180
10 64–66 90–200
11 66–68 95–220
12 68–70 100–240
13 70–72 110–260

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
__________________
Don't make me roll Initiative!
Reply With Quote
  #28 (permalink)  
Old February 11th, 2008
threedeesix's Avatar
Senior Member
 
Join Date: Oct 2007
Posts: 146
Default

Quote:
Originally Posted by Chaot View Post
So, using the BRP0 rules and my simple equation (1'm assuming Humans are 3d6 with an average of 11)
I'm not sure if the above comment was referring to SIZ. If it was then the human SIZ is 2D6+6 for an average of 13.

Rod
__________________
Don't make me roll Initiative!
Reply With Quote
  #29 (permalink)  
Old February 11th, 2008
Senior Member
 
Join Date: Sep 2007
Posts: 145
Default

Doh. Yeah, Siz. I've used 3d6 for such a long time I tend to forget it's officially 2d6+6. My bad.
Reply With Quote
  #30 (permalink)  
Old February 11th, 2008
Atgxtg's Avatar
Senior Member
 
Join Date: Sep 2007
Posts: 1,525
Default

Quote:
Originally Posted by threedeesix View Post
I wasn't implying that it was more important as much as reworked so it is more dependent on it.
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. [/quote]


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 GM doesn't have to worry about if she is SIZ 10, 11 or 6 or 13.

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.
__________________
Got Puppet?
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On
Forum Jump


All times are GMT. The time now is 18:33.


Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Friendly URLs by vBSEO 3.2.0