There seems to be a discrepancy in the rules for movement in total darkness and acute hearing. In the section on Darkness, we see
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Originally Posted by ITL 119
A figure in complete darkness strikes at -6 DX and must make a 3-die saving roll vs. DX each turn he moves more than half his MA, to avoid falling, as though on broken ground.
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On the other hand, in the entry for acute hearing, we learn that characters with this talent may
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Originally Posted by ITL 37
travel in the dark at only half her normal speed, though with no chance of noticing hidden doors, traps, etc.[/B]
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Thus, whether one has Acute Hearing or not, he can move safely in darkness at up to 1/2 MA. This can't be correct, since the text strongly suggests that those with Acute Hearing have movement advantages in darkness.
My thought is that the text one 119 is too generous and that someone without Acute Hearing should be in danger of tripping at lower speeds than 1/2 MA. One could decide that 1/4 MA, rounding down, is a better limit. That would still allow a character with MA 10 to move at a walk without fear, which may or may not be reasonable. An MA 12 character could move faster than a walk. The penalty for darkness on broken ground could be cumulative, so that one couldn't walk faster than 1/8 MA, rounding down but minimum one hex.
Surely someone else has noticed this issue?