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Re: (TFT) Sprinting.
I allow sprinting up to 3x normal MA (I used to allow up to 4x, but have
since dropped that).
My house rules:
Characters can "sprint" to increase their movement each turn:
o A one-hex character can move 1.5 times his normal movement at a cost of 2
St (paid as fatigue), plus another 2 St for every 10,000 meters (10 km) run.
o A one-hex character can move up to 2 times his normal movement at a cost of
2 St plus an additional 2 St for every 1000 meters (1 km) run.
o A one-hex character can move up to 2.5 times his normal movement at a cost
of 2 St plus an additional 2 St for every 100 meters run.
o Finally, a one-hex character can move up to 3 times his normal movement at
a cost of 2 St per turn.
Half-hex and multi-hex figures pay a St cost in proportion to their size.
Half-hex figures pay only 1 St to sprint, 1-1/2-hex figures pay 3 St, 2-hex
figures pay 4 St and so on. Characters with the Running talent may run up to twice
the distances given above before having to pay the St cost again (e.g. 2000
meters at 2x normal MA). Characters cannot recover fatigue while sprinting.
Sprinting characters may not move into their side or rear hexes (no running
backwards), and must spend one point of their increased MA for every 60 degree
change of facing they make.
Sprinting characters can only attack figures who attack them that turn, or
who are also sprinting. Sprinting characters cannot take long actions or make
opportunity attacks at all.
A sprinting character under the influence of a Speed Movement spell will not
base his sprinting movement on his magically increased MA, but rather will
increase the sprinting multiplier by one: He'll move 4 times MA for one turn
(rather than 3 times MA), or 3.5 times MA for 100 meters (rather than 2.5 times
MA), or 3 times MA for 1000 meters (rather than 2 times MA), and so on.
Erol K. Bayburt
Evil Genius for a Better Tomorrow
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