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House Rule: Board Movement

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Xenon

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« Reply #30 on: <03-05-14/1327:11> »
If you want a more realistic system where fast people move fast then you should go back to how initiative score was handled during SR2; where wired people always act first, often more than once, and then non-wired people move... at the end of the combat turn - problem is that having slow reflexes in such system is very punishing.

Balance and game mechanic wise SR5 have a very elegant solution.
Everyone get to act in the first IP, even if you are very very slow or if you spend initiative score on interrupt actions (as long as you have some initiative left that is). All movement can be used up in the first IP... but fast people have the option to split up the movement over several IPs (and with that delay the penalties until later in the combat turn). Fast players get to act multiple times at the end of the combat turn (or take multiple interrupt actions and still get to act).

It is an elegant and balanced game mechanic. You just need to ignore some of the strange side effects (in this case teleporting-like movement).

Namikaze

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« Reply #31 on: <03-05-14/1352:08> »
If you average out the 12 meters per IP then very wired people would not be able to move the full distance
- but a very slow person would. That would just be strange..... ;)

And if you average movement over the max number of IPs during the combat turn then you have situations where you move faster per action phase in a combat with only slow people and slower per IP in combat with wired people in it. That is also really... strange.

These are the problems that we were trying to address.

If you want a more realistic system where fast people move fast then you should go back to how initiative score was handled during SR2; where wired people always act first, often more than once, and then non-wired people move... at the end of the combat turn - problem is that having slow reflexes in such system is very punishing.

True, and I hated that system.  We're not necessarily looking for realistic in that sense.  We're trying to focus on board-based movement rules.

It is an elegant and balanced game mechanic. You just need to ignore some of the strange side effects (in this case teleporting-like movement).

The problem is that the ultrafast movement doesn't translate too well to a board.  We need to focus on the board-based movement.  That's the whole purpose of this thread.
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Xenon

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« Reply #32 on: <03-05-14/1357:21> »
everyone with agility 3. no matter how wired they are or if they are not wired at all. get to move their 12 meters at the first IP.

moving 12 meters in your first IP when you only have one IP is no issue. Correct?
Well, moving 12 meters in your first IP when someone else have more than one IP shoud not be an issue, either. Shrug.

...and if you extend that...
- if you are wired and have faster reflexes then you should be able to move 12 meters in your first IP as everyone else as well.

more IPs just mean you can choose to move slower at the first IP and spend the rest of your 12 later in the same combat phase....

core actually translates well to a board game.

Namikaze

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« Reply #33 on: <03-05-14/1426:58> »
First, I don't understand the sense of animosity that there seems to be with me trying to help someone else out with making a house rule.  After all, I've stated in the past that in my games we don't use board rules.  I'm trying to help Faster N8 with his board rules.

Okay, I'll try to break this down so that I understand where you're coming from here.  Here's what I was suggesting:
Roll initiative, determine the maximum number of Action Phases that everyone will get.  Take your base walking rate and divide by the max Action Phases.  Then everyone moves on every Action Phase (even if they don't have Initiative) a number of tiles equal to that movement.  Anything faster changes it to running for the Action Phase.  Once the max is taken up, even if there are Action Phases left, you have to use sprinting to continue moving.

I don't really like that system, but it's the closest I can think of to a board movement system using the existing rules.

What Zilfer suggested:
Each tile is one meter (or whatever, based on scale).  A player may move up to their walking rate without penalty in any Action Phase in which they have Initiative.  Any movement beyond that rate is considered running, and once that's depleted the movement requires sprinting.  This is essentially what the book states.

The problem:
Average characters without augmentations can move unrealistically fast when they can cross huge distances in one Action Phase.  People who should be slower appear to be faster.  Movement is not fluidly split between all of the characters.

However, at this point I'm done trying to fix someone else's problem.  As I said, it doesn't matter to me.  But it matters to some people, and those people will just have to figure it out on their own.  This isn't worth the stress and frustration of having to defend my suggestions or figuring out the math and such.  Congrats Xenon, you've just killed the thread.  :)
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Quote from: Stephen Covey
Most people do not listen with the intent to understand; they listen with the intent to reply.