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House Rule: Movement

 
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pjrake
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Joined: 31 Mar 2006
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PostPosted: Thu May 10, 2012 10:11 pm    Post subject: House Rule: Movement Reply with quote

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
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PostPosted: Thu May 10, 2012 11:03 pm    Post subject: Reply with quote

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.
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Snate56
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PostPosted: Thu May 10, 2012 11:06 pm    Post subject: Reply with quote

6 o' 1 really, as long as both sides benefit from the same rule, there shouldn't be a problem.



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Enno
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PostPosted: Thu May 10, 2012 11:17 pm    Post subject: Reply with quote

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. Smile
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canology
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PostPosted: Thu May 10, 2012 11:52 pm    Post subject: Reply with quote

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
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PostPosted: Fri May 11, 2012 12:31 am    Post subject: Reply with quote

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. Wink
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pjrake
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PostPosted: Fri May 11, 2012 6:38 am    Post subject: Reply with quote

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
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PostPosted: Fri May 11, 2012 7:11 am    Post subject: Reply with quote

We resized them.
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Thunderforge
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PostPosted: Sun May 13, 2012 9:50 pm    Post subject: Reply with quote

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.
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