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Vehicle MOV is a little different. It's abstract, but seems pretty close to kph, at least for everthing except ships. You can but you can go a little faster if you are pushing for top speed instead of combat speed. Some sample speeds: Modern sportscar: 200 Motorcycle: 166 Vintage tank: 42 Modern tank: 83 Jet: 1084
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![]() Does the MOV score means anything? Is it some sort of speed score, or is there some rule to convert it to one? SGL.
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What about just using average speed for walking/running/sprinting for the different species?
For humans using MOV = (DEX+SIZ)/5 seem to work well. Average walking speed = MOV km/h, running = 3xMOV km/h (sprinting 4xMOV km/h). Distance covered by running one MR (with gear) = 10 x MOV meters. Distance covered moving during combat as an action (is it an action by the way, moving during combat?) = 2 x MOV meters. For animals, move could be given walking/running/sprinting, using average km/h numbers. Vehicles would only have cruising speed/max speed I guess? Not really relevant for BRP as I whole I know, but I like to tweak! ![]() SGL.
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The book is more RQ2ish in terms of MOV.
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I'm not big on fomulatic speed because it doesn't really work. On the other hand rating creatures by an advange speed and giving a boos for a running skill would appeal to me. As for vehicles, that is pretty close to the way the work now, and is exactly what I did with that vehicle plug in that I sent out to some people.
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I use MOV = (DEX+SIZ)/2. It was mentioned on this board that SIZ isn't a great way to indicate movement because you get the really fast fat guy. I still think it's a simple and effective solution.
I've also played around with having MOV be affected by the character's skill by multiplying the Stat by the Skill. Say you've got a character with a MOV of 11 and Climb 56% and Run 106%. The character would climb at a speed of MOV 7 and run at MOV 12. Problems with this approach are: 1. It's more work than people probably want to put in to a Stat that, in my experience, doesn't get that much use. 2. You have to make the lower ends of MOV more granular. I don't have BRP0 on me right now, so I'm looking at Stormbringer5. A horse there has an average SIZ 26, Dex 11, placing it at MOV 19. A Run 60% would put the horse at MOV 12. The approach works pretty well but could be seen as breaking down at extremes. Using frequent MOV:MOV contests and puting in fatigue or stamina rules helps even it out. |
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Rodney Leary
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Actually, I found the average human walking speed first - 5 km/h, then made to formula to get some variations to it. So the average of the calculation is a MOV of 5. Running at x3 this speed and Sprint at x4 seems to fit as well. Even the extremes (the range for humans are 2-7, though 4-6 are the numbers to be likely in use) aren't that unlikely.
For animals, I would use no formula, just give the average running speed. Quote:
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![]() SGL.
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Admittedly 47kph running would be a sprint rate, and that would work out to about 256m/MR. Plus I think the formula won't hold up for non-humans very well. Elves will get slighted, trolls will get faster, and giants will become speed demons.
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