On 1/11/07, <b class="gmail_sendername">David Smart</b> <<a href="mailto:jurrubin@gmail.com">jurrubin@gmail.com</a>> wrote:<div><span class="gmail_quote"></span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Here's what I did with it for my RQ3 campaigns.<br><br>RUNNING (Agility) (00%)<br>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.
</blockquote><div><br></div></div>I was going to add something like that, then I realized I already had a mechanic for that built INTO the system<br>It's the initiative roll.<br>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).
<br><br>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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