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Thursday, August 16, 2012

Race Wars II

The post on races -- two or more opposed groups trying to reach a goal first -- broke down the reasoning behind some possible mechanics. However, these need to be restated in a more compact form. We can leave out distinctions between movement modes (just assume everyone runs) and streamline the mechanics a bit. Assume 1 Move = 120 feet; characters have 1 Move/turn per 3" movement rate. Figure out how many Moves are needed to reach the goal. Now, do a turn-by-turn description of the race, keeping a running total of the total number of Moves made. Some things change how many Moves you get in a turn:

  1. Obstacles may make you lose one Move on 5+ (1d6).
  2. You can try one dirty trick per turn: opponent rolls 5+ on 1d6 or loses one Move.
  3. Certain tricks (like tripping) require you to also roll 5+ on 1d6 or lose one Move.
  4. Push your limits: +1 Move that turn, but get tired/very tired/exhausted if you roll 5+ on 1d6.

Ability scores can modify the 1d6 rolls:

  • Int or Wis modifies distractions or chance of taking wrong route;
  • Dex modifies chance of slipping, tripping, or running into an obstacle;
  • Str modifies forcing your way through underbrush or knocking over containers behind you;
  • Con modifies pushing your limits.

Being tired is a 1-point penalty (-1 to target number, or +1 to roll, whichever seems easier.) Double penalty for very tired. Being exhausted means total collapse, unable to move further.

First one to make a total number of Moves equal to the goal wins.

Chases will be up next.


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