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pjrake Seasoned
Joined: 31 Mar 2006 Posts: 193
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Posted: Thu May 10, 2012 10:11 pm Post subject: House Rule: Movement |
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Hey guys, I have a question to all of you "number crunchers" regarding a house rule I want to implement.
Since we're very limited in space, and we used mainly Dwarven Forge terrain, I'm thinking of halving all movement, including shooting range (round up).
In terms of game mechanics, would this really mess it up? I guess I want to introduce more tactical movements, and it's pretty hard when in one round everyone can pretty much to any square available; and all shooting ends up being short range.
Appreciate your thoughts.
PJ |
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Enno Veteran

Joined: 29 May 2006 Posts: 517 Location: Ulm, Germany
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Posted: Thu May 10, 2012 11:03 pm Post subject: |
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Don't halve the movement, just rescale your map. Take, for example, 3 or 4 yards for the inch, instead the usual 2.
In my experience long ranges become only a difficulty, when modern weaponry is involved. But even then the distances tend to be short or medium, because of typical visibility. If the edge of the forest is at 20" it doesn't really matter that your Blast has a range of 96". If in an alley, you can rarely look farther than the next corner about 30" away.
So my tip is to play with distances from the book. If ranges become a problem, just rescale the map as a whole or just the part from a certain distance onward. _________________ There are 10 types of people in the world: Those who know binary and those who don't. |
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Snate56 Legendary

Joined: 11 Jun 2006 Posts: 3635 Location: Monroe, Washington
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Posted: Thu May 10, 2012 11:06 pm Post subject: |
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6 o' 1 really, as long as both sides benefit from the same rule, there shouldn't be a problem.
SteveN _________________ "We've got a blind date with destiny... and it looks like she's ordered the lobster." <The Shoveller> |
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Enno Veteran

Joined: 29 May 2006 Posts: 517 Location: Ulm, Germany
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Posted: Thu May 10, 2012 11:17 pm Post subject: |
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True, but for me it is easier and less work just to rescale the map, then to recalculate ALL movement rates for creatures, vehicles, and powers in the books.  _________________ There are 10 types of people in the world: Those who know binary and those who don't. |
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canology Seasoned

Joined: 08 Apr 2008 Posts: 136
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Posted: Thu May 10, 2012 11:52 pm Post subject: |
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The problem with just changing the map scale is that he is using 3D terrain with what appear to be built in squares. So by changing the scale you wouldn't be fixing the issue (if you count each square as twice the normal size, you are limiting the characters to moving half their normal amount of squares).
I guess you could halve the movement but eave weapon ranges intact. Just say that each round is 3 seconds rather than 6. You may want to take that into account with spell-casting or firing arrows, etc... |
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Enno Veteran

Joined: 29 May 2006 Posts: 517 Location: Ulm, Germany
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Posted: Fri May 11, 2012 12:31 am Post subject: |
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Savage Worlds only knows inches not squares, so a grid is only helping in determining distances. We use 3D terrain and battlemaps with and without a grid regulary. Never had any problems over the last decade...
Try this in practice, and let's talk again after that. I am confident that my method is easier, and doesn't have effect on any rules, a change in round length or pace modification would have.  _________________ There are 10 types of people in the world: Those who know binary and those who don't. |
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pjrake Seasoned
Joined: 31 Mar 2006 Posts: 193
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Posted: Fri May 11, 2012 6:38 am Post subject: |
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| Enno wrote: | Don't halve the movement, just rescale your map. Take, for example, 3 or 4 yards for the inch, instead the usual 2.
In my experience long ranges become only a difficulty, when modern weaponry is involved. But even then the distances tend to be short or medium, because of typical visibility. If the edge of the forest is at 20" it doesn't really matter that your Blast has a range of 96". If in an alley, you can rarely look farther than the next corner about 30" away.
So my tip is to play with distances from the book. If ranges become a problem, just rescale the map as a whole or just the part from a certain distance onward. |
I really like this idea! So instead of having a character's Pace go from 6" to 3", the square is now 4". So essentially, they are counting in two's. Range stays the same.
Would probably have to shrink the blast templates, however. Maybe reprint them at 50%. Or does the templates stay the same size?
Thanks!
PJ |
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Enno Veteran

Joined: 29 May 2006 Posts: 517 Location: Ulm, Germany
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Posted: Fri May 11, 2012 7:11 am Post subject: |
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We resized them. _________________ There are 10 types of people in the world: Those who know binary and those who don't. |
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Thunderforge Veteran
Joined: 24 Sep 2009 Posts: 927
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Posted: Sun May 13, 2012 9:50 pm Post subject: |
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| pjrake wrote: | | Would probably have to shrink the blast templates, however. Maybe reprint them at 50%. Or does the templates stay the same size? |
Yeah, that seems to be the way to go. I actually did the reverse by making it bigger when we were using Heroclix maps where the squares are larger. _________________ Wild Card Creator: Any PDF. Any Setting. No Extra Cost.
The Elder Scrolls conversion and other fun creations. |
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