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[OOC] The Road to Redmond

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inca1980

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« Reply #210 on: <11-21-10/0849:27> »
I'm out of town at the moment and will be back tomorrow!

FastJack

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« Reply #211 on: <11-21-10/1007:28> »
No problems, have fun!

Besides, I'm off to see Harry Potter in IMAX 3D this afternoon.

Kontact

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« Reply #212 on: <11-22-10/0516:16> »
IMAX 3D is the way and the light.

inca1980

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« Reply #213 on: <11-22-10/1659:35> »
Mercedes and Cynthia are 10 meters from the grenade.  They'd have to take a sprint action (simple) to reach it and make a running roll (Str+Running).  I'll say you can kick it with a simple action and i'll make it an agility + str action and each hit you get knocks it 2 meters away.  B.B. needs to use a simple action to get out of the car.  Picking up and throwing the grenade is a Complex action so if you use edge to go before the Guard1 next IP, then it's doable. 

We'll treat dragging Woofer as a Str+Body test, for every point of Str, you can drag 20kg at half your normal movement rate.  For every hit on the Str+Bod test you can either add 1 meter to your movement rate/IP or you can add 20 kg to the limit of weight that you can drag.  So say I have Str 3, and I score 3 hits on a Str+Bod test.  Woofer is 75kg and I can drag without a test 60 kg at 4 m/IP, so I use 1 hit to make that limit 80 kg at 4m/IP and use the other 2 hits to make that 80kg at 6m/IP. Woofer is 75kg so i'd need 1 hit on str+body test.  It takes a complex action to drag him. 

Kontact

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« Reply #214 on: <11-23-10/0131:16> »
Is woofer directly behind the vehicle?  Does the vehicle run on batteries, or some kind of fuel that will possibly produce a sympathetic explosion?

inca1980

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« Reply #215 on: <11-23-10/0245:00> »
Ya, he's directly behind the vehicle.

Kontact

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« Reply #216 on: <11-23-10/1656:59> »
What I'd really love to do is grab woofer and grab the trunk opening and then spoof the vehicle to peal out, pulling us both away, but I don't have time for that, and no one has bothered to mention that there's a grenade in the first place...

It could have been really cool, but thems the breaks.  Everybody is waiting for Walks to complete that "boot the grenade" action, I guess.
« Last Edit: <11-23-10/1658:38> by Kontact »

inca1980

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« Reply #217 on: <11-26-10/1337:21> »
We'll pick it back up (pun intended) as soon as the holiday weekend ends....happy thanksgiving everyone!!!!

Kontact

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FastJack

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Walks Through Walls

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« Reply #220 on: <11-28-10/1526:37> »
Ok I'm not sure why since I only have one pass and can move 20 m in a combat turn that I cannot reach the grenade as a simple running action especially since you said it is only 10 m to the grenade. It is the reverse of the smart grenade thing that was mentioned earlier. Since other people are moving faster I can't run as far?????

Anyhow since I don't have running and only a strength of 2 can I even attempt a sprint default action. If not I'm going to have to figure something else out. Can I use a gymnastics maneuver to cover more ground?
"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

inca1980

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« Reply #221 on: <11-28-10/1842:42> »
Your movement rate should be 25 meters/ combat turn so we're saying that's 8 per IP rounding down.  
pg. 149 in SR4A says:

"If a character mixed his modes of movement during a Combat Turn and it becomes important to know exactly how far the character
moved in a particular pass, simply divide his Movement Rate by the
number of passes in that turn."

It's not that because other people are faster you can't move as far, it means that their actions are interrupting your movement...i.e., you're not going slower, they're just allowed more actions/ combat turn.  You're still moving 25 m in approximately 3 seconds.  IP's split the Combat Turn into finer time increments.  If you sprint for just 1 IP, then you figure out your movement rate / combat turn, and then divide by the total number of IP's in that Combat Turn.   If you default on Running, then each hit on a Str - 1 = 1 adds 2 meters/ combat turn = 2/3 m/ IP since there's 3 IP's this Combat Turn.  Rounding that up we'll say that for each hit you can move 1 more meter / IP for each hit on the test.  That means that w/o edge you can go up to 9 m/ IP which still wouldn't be enough.  

I'll also let you burn edge on any test as well to get a critical success...i.e. four net hits. 
You could do a running jump which it says is a free action so I'll say you can use a free action to switch movement mode to running, and a free action to do a jump which would go 2x the number of hits on an Agility+Gymnastics test.  So if you got 3 hits say, then you'd go 8 meters + 6 meters in 1 IP.  You'd still have a simple action left over and you could kick it in the way I described above.



« Last Edit: <11-28-10/1858:57> by inca1980 »

Walks Through Walls

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« Reply #222 on: <11-28-10/1858:42> »
I understand that, but the fact still is that I only have one action in the 1st IP so since I can only cover 1 IP worth of distance since there are multiple passes I cannot move as far because I only have an action in the 1st IP. If everyone only had 1 IP then I would move my full movement rate before having to take my other actions.

Also the section you quoted above said if a character mixed their movement types during a combat turn. That isn't what is happening here. I am asking to run to the grenade to then pick up and throw it

Therefore my comment about since others are moving faster I cannot go as far before I act. In my opinion I feel that the rules are penalizing a person with fewer passes.
« Last Edit: <11-28-10/1900:17> by Walks Through Walls »
"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

inca1980

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« Reply #223 on: <11-28-10/1918:04> »
I see what you're saying now....you can't move 25 meters then pick up a grenade.   By RAW the closest you could come to this in a multiple IP CT is by delaying your action to the following IP and then you'd basically go 16 meters and then you could pick up the grenade.  But there'd be no way of doing the equivalent...i.e. moving 25 meters and then picking up a grenade. 

I think every RPG combat system is going to have some logical/realistic fallacies.  Movement is one of the weird ones and is very carelessly described in SR4e.....however it's so crucial in any combat situation.  Hence we just need to houserule stuff that isn't as clear.  One houserule  that might fix this logical fallacy is that you can delay your action as many IP's as you desire, but if you already have an action phase during an IP during which you have kept a delayed action or used a delayed action, then you lose that action phase.  This might even already be RAI.  Otherwise you do get the weird, "I can go 25 meters and pick up a grenade, but then because my friend can go faster, all of a sudden I can't."  That still won't solve your dilemma because grenades are still seemingly going off faster with more IP's/CT, but it still does fix the logical fallacy that when there were less IP's I could move more before acting. 

Kontact

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« Reply #224 on: <11-29-10/0411:29> »
After you kick the grenade, you should still have 2/3rds of your movement left to run to a different location during the rest of the IPs as part of your total movement for the turn.

You can cover the rest of that ground, just not before the grenade goes off.

Alternately, you could let us know that the grenade is there, and I can handle it by spending edge to go before it explodes or Mercedes could make the 2nd guard take care of it.

Honestly, Walks is in the worst position to handle this grenade thing..  well, except for Woofer.  I don't want to dictate your turn for you though.

 

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