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(TFT) Movement and encumbrance or Run, Forrest, Run



Has anyone come up with a rule for on movement and armor that is less
constrictive and and more realistic.  My experience in working in both chain
armor, or breast and back plate, or jack plate comes from working as a
military craft demonstrator at Jamestown Settlement over the past few
summers has told me that armor does not slow one down.  It is hot and
somewhat, according to what type of armor it is, constricting to movement
(mostly arm) but not enough to to slow you down from 10 MA to 6 MA when
wearing chain armor.  If anything would slow a person down it would be the
total weight that person is carrying on his body.  I believe movement should
somehow be based upon a character's ST and not just the random number 10.

The following two talents are related to the above but not quite.  These
were used by my group. Both were advancements on the RUNNING TALENT.  They
actually came about as the result of a race between two of my players and
generated from there.

IQ 8:

DASH (2).  Upgraded Running talent but +4 MA instead of +2 MA as in Running.
So a character with a normal adjMA of 6 with chain armor would have an adjMA
of 10 with this talent.  Prerequisite:  RUNNING and ST 10

IQ8:

SPRINT (2):  Upgraded DASH talent.  Adjusts MA by +6.  This talent gives the
character the normal MA of 16 instead of 10 or in chain armor, a 12 instead
of a MA 6.  Prerequisites:  DASH and ST 12.

Another thing we did was allow an extra +2 MA if the character was moving
from an unengaged status to an unengaged status.  This was not allowed if
the character was DODGING.

As we all know (being mostly thirty- and forty-somethings), some people are
just plain old faster than others.  We left these talents at IQ 8 because
even dumb people can run (Duh!!!).  But because of the wind factor in
running we made ST a prerequisite.

Peruse, enjoy, critique
Yours in Cidri,
Justin


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