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08-29-2005, 02:16 AM
Post originally by Jethrow at 2005-08-29 01:16:20
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The original Harnmaster system had a separate Speed stat, but linked it to Agility by not allowing Speed to be any more than 4 points more or less (on a 3 to 18 scale) than the Agility stat.

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08-29-2005, 04:19 AM
Post originally by Sergio Mascarenhas at 2005-08-29 03:19:15
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In a sense RuneQuest has some kind of a speed stat just to define how far a character moves, the 'Move' stat. Basically it defines how many meters a character can move per strike rank per round (rounds are subdivided into ten SRs in RQ3, 12 in RQ2) based on race. This is affected by Dexterity, since the most dexterous character has more SRs/round than the less dexterous.

What you describe is a different take on the issue, of course. Personaly I don't think that there is the need to have a separate primary stat for Speed, so I didn't consider it for Rough Quests. For members of a given species the Agility provides for it. Among members of different species a racial modifier (something I didn't discuss so far) may be applied on the lines of what you mentionned for the Size/Strengh relationship in Harnmaster.

Sergio

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08-29-2005, 04:43 AM
Post originally by Jethrow at 2005-08-29 03:43:02
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I am very familiar with the original Runequest, and played it for many years. Thanks for reminding me about how speed works in that system. Cool, wasn't it? I agree that you don't really need a seperate Speed stat, and a species-specific modifier for movement rate would work just fine.

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08-29-2005, 05:22 AM
Post originally by Sergio Mascarenhas at 2005-08-29 04:22:53
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I keep saying it in my column, RuneQuest is still my favorite fantasy game system. I look forward to the Mongoose edition, specially because RQ is the main inspiration for Rough Quests (I see my project as my own take on a new edition of RQ). It will be interesting to see the similarities and the differences between the end result of the two projects (that and the new Basic Role Playing from Chaosium).

Sergio

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08-29-2005, 05:47 AM
Post originally by Jethrow at 2005-08-29 04:47:01
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I had heard that a new edition of RQ would be coming out, but had not heard about the Basic Role Playing system from Chaosium. Thanks for the tip. I look forward to taking a look at both.

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09-02-2005, 09:38 AM
Post originally by Chaot at 2005-09-02 08:38:50
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In case anyone finds this interesting, in a homerules version of Stormbringer, I used (Dex+Siz)/2=Move. This was then modified directly by the pertinent skill (either run, march, swim, whatever).

Say a character had a Move of 14, Run 55%, Swim 30%, and March 45%. Their effect Move stat would be Run 8, Swim 5, March 7 (for ease, I just round up any decimal). These scores would be noted right on the character sheet for easy reference. Anytime a skill goes up, they would recalculate the Move score.

For non-stressful situations, the score represented a given amount of distance (which I don't have on me right now to give an example.) In a chase, the scores could be plugged right into the Resistance Table.