Sunday, November 13, 2011

This thing called movement...

A question that has come up quite often, which somehow I completely missed when writing for the game, was the different movement rates and how it all worked. I guess that oversight has caused some consternation, eh?! Sorry.

The way I've played it in my game is that each movement round is six seconds (10 movement rounds in a combat round (which is sixty seconds/one minute)); so, if an otter has a movement of 9ft/rd, that would equate to 90ft in a regular combat round.

Here's the list that I've decided on and that I've been using:

Badgers - 9ft/rd (90ft)
Mice - 6ft/rd (60 ft - short legs)
Otters - 9ft/rd (90ft) (Land)/12ft/rd (120ft) (Water)
Rabbits/Hares - 12ft/rd (120ft - long legs)
Squirrels - 9ft/rd (90ft)

I hope that clears the air a little bit!

7 comments:

  1. You lost me here. The game says "the combat round is 10 seconds long". Now your telling me a combat round is one minute. When in combat do you expect each movement round to be run individually? If not when do you use them?

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  2. I like the changed movement for rabbits & mice, but the minute combat round is confusing. Is this a throw back to AD&D? I would drop the 10x part. It also doesn't address how big these critters actually are.. I use a 1 ft = 1 inch on the play surface instead of the more common 5ft=1", and this appears to work out well for movements of 6-12 ft/rnd (no need to use 10x).

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  3. The way we’ve done it is like this: roll initiative (many different ways), based on that you have some options: 1) do nothing; 2) move; 3) move and attack (if the target is within range); or attack/spell - of course, spells can be a little tricky depending on how long it takes to cast.

    My way is a little different than the book in that I break it down to six second segments instead of ten second segments. The reason is that when you do it that way, the movement distances work out. Thus, 9ft x 10 movement segments would equal the 90ft/round.

    KAW - I don't use minis all that much. If I do, it's just to get an idea of where everyone is if the situation demands it. As for size, I'm going to tackle that very shortly.

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  4. So your speeds are different than the speeds in the book. Are the monster speeds in the book using your scale or the book scale? Are skunks and wolverines slow at a speed of 4ft and 6ft respectively?

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  5. Yes, the speeds are slightly different than in the book; but, depending on what movement system you use, it shouldn't make much of a difference.

    Don't hate me for this, but after thinking about the speeds for skunks and wolverines, I changed them a bit. I changed skunks to 6ft and wolverines to 9ft - nothing earth-shattering, but slightly faster. (To be revealed in my upcoming Creatures & Critters book)

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  6. Perhaps this sort of thing could be solved by a table showing the full list of movement speeds under all the different systems.

    Personally, I'm a 3e fan, so if I was to buy Havesters, I would want to convert your critters to playable 3e monsters. Others might want to retro-convert your critters into AD&D monsters or races.

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  7. Well, my slant is definitely more from the 1ed AD&D mindset, it's what I grew up with and played almost exclusively. So, little things the aren't quite C&C Siege Engine pop up from time-to-time.

    Currently working on a third adventure and the Critters and Creatures book. The second adventure is in the hands of TLG and I am currently playing the waiting game to see what they see. One way or another, they will see the light of day!!

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