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Old 09-14-2010, 10:49 PM   #71
Ejidoth
 
Join Date: Jul 2009
Default Re: Super Speedster: Throwing

Quote:
Originally Posted by Langy View Post
the rate at which you move towards him (though that *should* fit in somewhere, as moving towards someone really fast will result in a much shorter time-of-flight than if you're moving towards him very slowly).
It might make sense to decrease your range-to-target for 1/2D and Max Range purposes by some fraction of your relative movement speed toward the target. In general it won't be much of an effect unless your movement speed approaches or exceeds the speed the projectile leaves the weapon, though.
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Old 09-15-2010, 02:15 AM   #72
Lancewholelot
 
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Default Re: Super Speedster: Throwing

There seems to be a common mistake of confusing game mechanics for physical reality. If you want to model realistic physics rather than "Generic Universal Role Playing" rules, then some GM and/or player work is required. This thread has several suggestions for dealing with more realistic options for both the advantages and disadvantages of speed (though Basic Speed vs. Movement Speed being a subject seemly affecting the arguments).

Last edited by Lancewholelot; 09-15-2010 at 02:17 AM. Reason: Oh hell, is that a typo on a rules forum? Bring in the trolls!
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