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klhaviation Lieutenant Commander
Joined: 19 Aug 2014 Posts: 188
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Posted: Wed Mar 25, 2015 10:21 pm Post subject: 1st edition movement/chase conundrum |
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1st edition [non-RC] movement rules for characters state that all characters may run 10 meters per round with a 1d action penalty...
If a character is being chased by a creature [creatures use speed codes in the RAW] how do you personally resolve the chase.
The
For example... A snow cat with a speed code of 3D is chasing a character.... nowhere in the rules does it assign a speed code to characters.... even GG4 doesn't broach the variable speed topic...
I suppose some may resolve this in a very abstract nature... cats are faster than humans... so the chase would be no match... well I suppose...
I often integrate Mini 6 rules into my 1st ed game. For character vs character chases... they roll DEX+speed (i use 2nd ed speeds). For creatures vs. Characters... It is more difficult. I am playtesting this system.
characters/creatures have variable speeds as follows
Slow. 3 meter walk. 5 meter run. 1d speed code
Normal. 5 meter walk. 10 meter run. 2D speed code
Fast. 7 meter walk. 15 meter run. 3D speed code
Very fast. 10 meter walk. 20 meter run. 4d speed code
It is rare to encounter an issue where the movement breaks down... does anyone else have another interpretation of the RAW for mixing characters creatures and speeders in combat movement or in chases? |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Thu Mar 26, 2015 1:42 am Post subject: Re: 1st edition movement/chase conundrum |
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klhaviation wrote: | does anyone else have another interpretation of the RAW for mixing characters creatures and speeders in combat movement or in chases? |
I don't think there are too many here that play 1e. I personally haven't since 1990. You obviously are concerned with simplicity, but I would suggest The Introductory Adventure Game over 1e. It has some of the great aspects of 2e but is an intentional simplification of the rules in the spirit of 1e.
Anyway to answer you question, The Star Wars Sourcebook 1e p. 84, states, "When a creature is involved in a chase with a repulsorcraft or starfighter, double the vehicle's speed code or sublight speed." That is reminiscent of the 1e scale rule which have all vehicles damage doubled vs. a character's strength to resist damage. _________________ *
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klhaviation Lieutenant Commander
Joined: 19 Aug 2014 Posts: 188
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Posted: Thu Mar 26, 2015 7:01 pm Post subject: |
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I agree the Introductory games fixed speed plus operator skill seems smoother... I also agree few folks play this game anymore... but the speed code mechanic seems to have a more favorable statistical curve in chases than using a fixed speed cose. Mini 6 also employs the speed code mechanic. I just can't get it reconciled with tactical combat in a way I like. |
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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Fri Mar 27, 2015 3:49 am Post subject: |
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Hmm, I never really noticed this... need to consult my books.
I can say that, if you have access to it, the Boxed Game Star Warriors had some charts and formulas for converting Speed Codes to move for first edition. Also, I believe this was covered in the Rules Companion, but would need to verify this.
While I haven't played in some time, I still use a lot of the 1st edition material, rules, and conventions because I favor them over other editions, and I have made conversions to unify the rest. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra
Last edited by KageRyu on Fri Mar 27, 2015 4:32 pm; edited 1 time in total |
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klhaviation Lieutenant Commander
Joined: 19 Aug 2014 Posts: 188
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Posted: Fri Mar 27, 2015 10:29 am Post subject: |
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Yes Rules Compendium did alter the movement system...It is effective however it skews toward the more complex side of the game. I love 1st editions abstract rules.... I agree with Whill that Introductory Adventures has a superior movement system... combining the simplicity of the 1st edition with the integration across all scales ofthe boxed set.
What I am attempting to do is create a 1st edition book with some of the bugs ironed out. Things like Force rules, alien stats, droid stats, and movement. The goal is to stay 1st Edition RAW as possible... avoiding some of the complex bits of RC, integrating sensible "fixes" where possible.
I was not very satisfied with REUP. It became over bloated... and it is not the game I play. So along with some other like minded folkss we are working on a ruleset based on 1st edition. We want to avoid integration of "house rules" and keep the game largely RAW. But we also don't want to miss the opportunity to address some of the glaring issues.
the movement rules has been a difficult one to mend.... if it even needs Mending. I am la largely in favor of using the IA Box set movement rules.... but it is a compatibility deviation from 1st edition. |
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