09-06-2018, 04:02 AM | #21 | |
Join Date: Jan 2010
Location: Brighton
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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 Quote:
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course |
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09-06-2018, 08:40 AM | #22 | |
Join Date: Mar 2012
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Re: Are there any Updated Running Rules?
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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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09-06-2018, 09:03 AM | #23 | |
Banned
Join Date: Jun 2005
Location: Bristol
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Re: Are there any Updated Running Rules?
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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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09-06-2018, 09:20 AM | #24 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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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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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
09-06-2018, 09:48 AM | #25 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Are there any Updated Running Rules?
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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09-06-2018, 10:43 AM | #26 |
Join Date: Aug 2018
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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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09-06-2018, 11:44 AM | #27 | |
Banned
Join Date: Jun 2005
Location: Bristol
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Re: Are there any Updated Running Rules?
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09-06-2018, 12:32 PM | #28 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Are there any Updated Running Rules?
That's the main use of Running in larger-than-life campaigns, yes.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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