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Re: [DL] Movement Solutions? What do you think?



While this does solve the "1 action I am hear, next action I am on the other side of town" problem it creates one new problem (that I have spotted so far... there may be more) that made me say, "What the heck is this guy thinking. And that is the fact that people can now move a heck of a lot faster then they could before.  As I am reading it, a person with a d4 nimbleness can move 13 yards, where as before they could move a max of 8., d6 can move 26yds as opposed to 12, d8 is 39 yds instead of  16, d10 and 12 are
52 yds.

Here's how I think you might want to change it (similar idea used in HOE: Road Warriors)
Divide the Round up into 5 segments like so, Ace, King-Queen, Jack-9,8-3, 2 (keeps with tradition)

Make your chart like so:
d4         1 yrd/segment
d6         2 yrds/segment
d8         3 yrds/segment
d10        4 yrds/segment
d12        5 yrds/segment
>d12       6 yrds/segment

Keep your rules pretty much the same from here out.  This just helps keep the movement a bit more consistent with the current rules.

if you havn;t already, check out the road warriors rules for a few ideas that could help you refine this.

--Dirk

J Tolle wrote:

> OK, I have put my mind to the movement problems, and I have come up with a solution.  This is a work in progress, so any critisims are welcome (well any well reasoned critisims, that is - "You are a punk" is not very helpful info - no matter how true.)
>
> Given the nature of the cards, each round is divided into 13 different actions.  On any given action, a cowpoke can move according to their Quickness (ie how fast can they accelerate) as shown in the table below:
>
> d4         1 yrd
> d6         2 yrds
> d8         3 yrds
> d10        4 yrds
> d12        4 yrds
> >d12       5 yrds
>
> A cowpoke can begin or change his movement on any action where he has a card.  The movemnt is declared, and will continue ON EACH ACTION EVEN IF THE COWPOKE DOES NOT HAVE A CARD at the above pace until either
> 1) the destination is reached OR
> 2) the cowpoke reaches his maximum pace (based on nimbleness OR
> 3) The cowpoke has another card, and wishes to change his movement.