Sunday, March 25, 2018

Running (movement)

Below is a description of most character's natural ability to run in combat. See Athletics for running as a sage ability.

To be able to break into a run, a combatant must expend at least 50% of their action points (AP) in their previous round while moving forward (in one direction) at normal pace. This is regardless of the combatant's actual speed. If the combatant only has 2 AP total, and spends 1 of them moving forward, then that combatant will be able to break into a run the next round. On the other hand, if a combatant had 5 AP and only spent 2 AP moving forward, then running the next round would not be an option.

The example on the right (click image to enlarge) shows the potential range of movement in the round after a combatant has already moved at normal pace. Caleb (in grey), begins his round in 0711, the destination hex of the previous round. With the start of the new round, Caleb announces that he is going to run.

While running, each hex will cost Caleb ½ AP. Since Caleb is unencumbered, he has 5 AP, so he is able to travel a maximum distance of 10 hexes (as indicated). This forward travel may be towards any destination that is no more than 30ยบ either to the left or right of the facing that Caleb had at the end of the previous round. The exact path of travel is unimportant (though a path has been shown for clarity) so long at the combatant is moving forward.

If Caleb's AP were only 2 and the combatant qualified for running, as suggested in the example above, then each hex thereafter would stillcount as ½ AP - though only four hexes could be ultimately travelled before all AP were spent. The actual speed of the runner is irrelevant - only the momentum gained that allows the combatant to move forward more quickly.

Having announced that he is running, Caleb must spend at least 25% of his total available AP in movement. Therefore, Caleb may travel any distance between 3 and 10 total hexes. If Caleb does not stop during the round (see below), then he will be judged to have moved at normal pace if he expends half or less of his total AP in forward movement (3-5 hexes travelled). Caleb will be judge to be running if he expends more than half his AP (6-10 hexes travelled).

If a combatant ends this round moving at normal pace, then the combatant may choose to run again in their next round. However, if a combatant ends this round while running then the combatant may choose to dash at triple-speed the round after.

While running, the character may choose to draw a weapon or take other action that does not interfere with moving.

If an action is taken that will interfere, then the combatant must stop. At this time, the combatant will still possess whatever AP were not expended while moving. For example, if Caleb were to move only 8 hexes, he would have expended only 4 AP in running. At the point when he stopped, he would have sufficient AP to pick up an item, stop to drink 2 ounces of liquid, eat an ounce of food, etc. He would not, however, have enough AP left to attack (he would need 2 points). He could, however, force an enemy combatant into melee, simply by stopping in front of them.

If a combatant stops to take action after running, then the combatant cannot run the next round. The combatant must spend the next round at a sufficient normal pace before being able to again begin running.

See Also,
Charging
Movement in Combat

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