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Old 09-06-2018, 04:02 AM   #21
Tomsdad
 
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Default Re: Are there any Updated Running Rules?

One issue i have is the constant relationship between sprinting and longer distance running to decouple this strictly constant relationship I'd probably split running into specialities (paced and sprinting) and give a -3 default between them)/

But yep I also recommend last gasp here as well


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No, I mean that after a fight, even one where they lose, cinematic characters get up, brush themselves off, and are pretty much none the worse for wear. It's not that hard to put together a package of cinematic traits, it's just not well advertised; someone's not going to go to the effort of figuring out how to make it work unless they've already chosen GURPS.
Yep, a list of campaign rules tweaks to fit different genre troupes would be a good thing!
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Old 09-06-2018, 08:40 AM   #22
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Default Re: Are there any Updated Running Rules?

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Originally Posted by vicky_molokh View Post
So you don't find the Running skill overpriced for what it does (almost nothing) in 4e, particularly for Fit or Very Fit people?
Actually, I don't think I've ever seen a character who spent points on the Running skill.

It may have something to do with the fact that, in my games, sprinting (and other kinds of running) is something that happens very rarely.
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Old 09-06-2018, 09:03 AM   #23
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Default Re: Are there any Updated Running Rules?

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Originally Posted by Brandon_Corey View Post
Actually, I don't think I've ever seen a character who spent points on the Running skill.

It may have something to do with the fact that, in my games, sprinting (and other kinds of running) is something that happens very rarely.
The Problem seems to be is it is pegged to HT.

Even with the Running Skill it can easily top out at 16+

My idea is that if Sprinting was based on FP the ability to keep going will reduced as the Sprinter tires out.

To revise it with the the Running Skill is to move it from HT to FP. So that the Sprinter may have a very good Skill but as they fail their distance rolls their skill drops denoting they are losing stamina.

But that's my quick fix off the top of my head thing.
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Old 09-06-2018, 09:20 AM   #24
ericthered
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Default Re: Are there any Updated Running Rules?

You know, I think more HT and running skill is likely to make you able to better push past FP loss, and low HT likely to make you unable to continue when your body still technically can.

Maybe instead of rolling for FP loss every 15 seconds, you just loose an FP and roll vs. HT or skill to keep going, with a penalty proportional to the FP you have lost so far. To keep HT 10 people from stopping after 15 seconds half of the time, perhaps give a +2 boost to all rolls, or just don't make them roll for the first 15.

Embellishments include allowing Will as a complementary roll, or not loosing FP if you succeed by 5 or more.


I've seen the running skill used in games: mostly when using chase rules, which I am fond of.
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Old 09-06-2018, 09:48 AM   #25
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Default Re: Are there any Updated Running Rules?

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Originally Posted by Brandon_Corey View Post
Actually, I don't think I've ever seen a character who spent points on the Running skill.

It may have something to do with the fact that, in my games, sprinting (and other kinds of running) is something that happens very rarely.
My thief in dripton's online game just grabbed the skill. Once I boost my attributes more, I might throw a few more points into it, since DX-based Running is for chases. (He has Careful. On the off chance he has to run away, he fully plans on succeeding.)
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Old 09-06-2018, 10:43 AM   #26
Plane
 
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Default Re: Are there any Updated Running Rules?

Higher skill would be worth more if there was a cumulative penalty to future rolls every time you made the roll until you failed it, like with lost sleep. That would also fix the running-forever problem.
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Old 09-06-2018, 11:44 AM   #27
smurf
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Default Re: Are there any Updated Running Rules?

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Originally Posted by Plane View Post
Higher skill would be worth more if there was a cumulative penalty to future rolls every time you made the roll until you failed it, like with lost sleep. That would also fix the running-forever problem.
I'll point you to post 23 above
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Old 09-06-2018, 12:32 PM   #28
Kromm
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Default Re: Are there any Updated Running Rules?

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Originally Posted by Rasputin View Post

DX-based Running is for chases.
That's the main use of Running in larger-than-life campaigns, yes.

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Originally Posted by GURPS Action 2: Exploits, p. 34

each party rolls against the skill governing his mode of travel [...] Running [...] This roll is always DX-based. Pedestrians without Running can use DX.
See Dungeon Fantasy Adventurers, p. 87, for an expanded write-up that increases the utility of Running even further. Notably, any points in Running at all can give a circumstantial boost to five or six other skills.
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