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From: slb@drutx.UUCP (Sue Brezden)
Newsgroups: net.games.frp
Subject: Re: Movement and Dying Nasties
Message-ID: <123@drutx.UUCP>
Date: Thu, 3-Oct-85 17:37:23 EDT
Article-I.D.: drutx.123
Posted: Thu Oct  3 17:37:23 1985
Date-Received: Fri, 4-Oct-85 06:17:57 EDT
Organization: AT&T Information Systems Laboratories, Denver
Lines: 60

>js2j@mhuxt.UUCP (sonntag) writes:
>1.)  It looks as though a player gets his entire movement only if he
>     rolls a good initiative.  Initiative is supposed to govern who
>     acts first, *not* whether or not you get your whole action or not.
>
However, you can only *start* running on your initiative.  It seems
logical to me that a person who acts first during a round will be
able to run further, since she will have gotten a fast start.
You should not move a full 120' in a round if you are sitting around
with your mouth open or whatever until the 6th segment of that round.
In the case of running, the person who acts first does get more of
their whole action.  It is probably more realistic to count the initiative
only on the first round that you decide to run--giving you the whole
10 segments of running time on the following rounds.

>2.)  Only 12'/rnd movement during melee!?  So if I decide to run past
>     the enemy's front line and attack their spell casters who happen to
>     be 60 feet behind the enemy fighters, the spell casters have five
>     rounds (minutes) to throw spells at me while I charge (amble) towards
>     them?  Under this system, you should have no problem with your
>     spell casters dying if you just decentralize the melee.  Of course,
>     a movement rate of 12'/minute translates to about 1/7 miles/hour.
>     Even the traditional movement rate of 120'/minute seems amazingly
>     slow, but to reduce it further by an entire order of magnitude!?
>
But if you decide to run past the enemies front line you are NOT in 
melee yet.  I guess I didn't make myself clear.   You are not in melee
until you start actually fighting.  That is the point at which you have
other stuff to do besides move.  If you have a good dex adjustment
to your initiative rolls, and roll well, it is possible to be moving
in the first segment of the round (although unlikely).  This will give 
you the whole 120'/rnd.  Of course you might have no dex adjustment, 
and roll a 1 too.  (In which case, you probably sat there trying to 
decide what to do just a little too long.  The mage crispy-critters
you with his fireball!)

If my dex adjustment + initiative >= 5, then I will get to those
spell casters who are 60 feet back within the first round.  And I 
could do it faster--reaching them before the round ends.  (We are
of course still ignoring armor.)  They may get only one spell, if 
that, before I am there.  If they roll low initiative and/or have 
a long casting time spell, then I may beat them.  If I beat them 
enough, I may be able to hit them.

Sorry I didn't make myself clear.  Am I clear now?  (She says, attempting
to see if the invisibility spell worked.:-)

-- 

                                     Sue Brezden
                                     
Real World: Room 1B17                Net World: ihnp4!drutx!slb
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