The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Standing Still During Full Reaction?
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules -> Standing Still During Full Reaction? Goto page Previous  1, 2
View previous topic :: View next topic  
Author Message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14033
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Tue Jul 03, 2007 6:39 pm    Post subject: Reply with quote

joshrobertson wrote:
It would be my feeling that a full dodge incorporates the concept of MOVE NOW IN ANY DIRECTION POSSIBLE!!!!
I would make the movement highly dependent on the surroundings. I would say a full dodge while moving at all out speed can be done even under the 2nd R&E rules.


Full (double) speed i can see,but not all out.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
joshrobertson
Ensign
Ensign


Joined: 06 Oct 2003
Posts: 25
Location: Minneapolis, Minnesota

PostPosted: Wed Jul 04, 2007 11:55 am    Post subject: Reply with quote

What penalty would you assign to the shooter attempting to hit the character moving at "all out" speed?
_________________
I ain't in this for your revolution! I expect to be well paid! --Han Solo, Smuggler
Back to top
View user's profile Send private message Send e-mail
Akari
Commander
Commander


Joined: 09 Feb 2005
Posts: 256

PostPosted: Wed Jul 04, 2007 5:29 pm    Post subject: Reply with quote

Depends on the speed really. There should be a difference if its a Hutt in full sprint (crawl) or if somebody is sitting on a swoop bike (zoom). Maybe like +2 for 20 meters per turn and an additional +2 for each doubling of that?

This would work out to:

0-19: +0
20-39: +2
40-79: +4
80-159: +6
etc...

It should not be too high IMHO so it can't substitute for dodging.
_________________
They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety.--Benjamin Franklin
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14033
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Jul 04, 2007 6:53 pm    Post subject: Reply with quote

We asked about movement penalties for opponents to hit you but other than for missiles/torps against ships, there is nothing BTB..
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Tupteq
Commander
Commander


Joined: 11 Apr 2007
Posts: 285
Location: Rzeszów, Poland

PostPosted: Thu Jul 05, 2007 7:28 am    Post subject: Reply with quote

joshrobertson wrote:
What penalty would you assign to the shooter attempting to hit the character moving at "all out" speed?


We discussed this in How does MFTAS work? topic.
I proposed:
+1D (or +3) for 20m/round (4m/s=14.4km/h)
+2D (or +6) for 40m/round
+3D (or +9) for 80m/round
+4D (or +12) for 160m/round etc.
For "compatibility" with MFTAS.
Back to top
View user's profile Send private message
cheshire
Arbiter-General (Moderator)


Joined: 04 Jan 2004
Posts: 4834

PostPosted: Thu Jul 05, 2007 8:11 am    Post subject: Reply with quote

joshrobertson wrote:
What penalty would you assign to the shooter attempting to hit the character moving at "all out" speed?


I ususally handle this one just as it's described in the book. If you're goilng all out you don't dodge or perform any other actions. You move at four times your move value, and you have to hit the difficulty number. I think the difficulty is Very Difficult, modified by terrain.
Back to top
View user's profile Send private message Visit poster's website
slaughterj
Lieutenant
Lieutenant


Joined: 10 Jan 2007
Posts: 79

PostPosted: Wed Oct 24, 2007 11:36 pm    Post subject: Reply with quote

cheshire wrote:
joshrobertson wrote:
What penalty would you assign to the shooter attempting to hit the character moving at "all out" speed?


I ususally handle this one just as it's described in the book. If you're goilng all out you don't dodge or perform any other actions. You move at four times your move value, and you have to hit the difficulty number. I think the difficulty is Very Difficult, modified by terrain.


Can you clarify? When you move "all out" and have to hit a difficulty number, that is the number the runner needs to make based on the terrain and has nothing to do with what a shooter needs to hit such a runner.
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14033
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Thu Oct 25, 2007 4:00 am    Post subject: Reply with quote

That was what he was mentioning. To make that all out successful, you have to make the running (or ship piloting) roll at the diff of the terrain +2 catagory shifts for going all out.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
slaughterj
Lieutenant
Lieutenant


Joined: 10 Jan 2007
Posts: 79

PostPosted: Thu Oct 25, 2007 12:15 pm    Post subject: Reply with quote

garhkal wrote:
That was what he was mentioning. To make that all out successful, you have to make the running (or ship piloting) roll at the diff of the terrain +2 catagory shifts for going all out.


Sure, but he was responding to a question about how does a target running all-out affect a shooter targeting the runner, and his response was more about the target's running difficulty and not about the affect on the shooter. I think that the difficulty in shooting the runner should be moved to the higher end of the difficulty range, e.g., if a typical easy shot was an 8, then make one against such a runner a 10 to hit.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules All times are GMT - 4 Hours
Goto page Previous  1, 2
Page 2 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0