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Old 02-08-2013, 10:08 PM   #28
vierasmarius
 
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Join Date: Nov 2009
Location: Oregon
Default Re: Slam and Shield Rush rules broken!

Quote:
Originally Posted by trooper6 View Post
Well, I just use full move for slams in my games. If a PC has a Move of 5, then any distance moved between 1 and 5, I count as 5.

Part of my justification comes from the way velocity is conserved once you enter enhanced move.

But really the reason why I do it is two-fold:
1) It eliminates the slow slam problem, and
2) it means that you can calculate basic slam damage at character creation and save time in play.

Win-win all around. That is the only slam rule I've used so far and it works really well. Though I think I'll add the BL upper limit restriction.
That just means that the advantage goes from those who choose to slam at a slow speed, to those who chose a slower Basic Move - or I should say, it unduly penalizes those who bought high Move. The character with Move 10 is far less likely to achieve automatic knockdown, and more likely to be knocked down himself, than a Move 5 character. Though I suppose in most games, max Move varies much less than per-turn Move, so it should reduce the problem. Especially among normal humans, who rarely exceed Move 7.
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