[Rq-rules] Farewell to CON
Styopa
styopa1 at gmail.com
Thu Jan 11 19:26:56 PST 2007
On 1/11/07, David Smart <jurrubin at gmail.com> wrote:
>
> Here's what I did with it for my RQ3 campaigns.
>
> RUNNING (Agility) (00%)
> This is the trained ability to run faster and/or longer than the
> untrained. A successful roll allows an extra burst of speed for a limited
> duration, adding one-half again to the character's running speed. A human
> can thus add 3 to his normal running speed of 6 for a total of 9 meters per
> SR. This causes a loss of 3 fatigue points per round or fraction of a
> round.
I was going to add something like that, then I realized I already had a
mechanic for that built INTO the system
It's the initiative roll.
If you roll init (let's say d8's) (high number is good), add a dex and siz
modifiers. Count down from the highest number, and let people move their
full 3m move in each strike rank if they are sprinting (no other action
possible).
It actually works pretty well. Yes, it might seem to overemphasize luck,
but if your footrace is 5 or 6 rolls long, it adds nice dramatic tension,
unpredictability, and fun to the activity. And the rolls tend to even out,
meaning surprisingly often the bigger, quicker folks DO win.
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