But the third, moving a set diistance before someone is killed in combat, seems more critical. The example of reaching a tower 100 meters away to pull a switch before a troll kills your allies seems like it would require defining the length of a round. That’s going to piss off one group of players: short rounds and one-minute rounds each have plusses and minuses, and those that prefer one aren’t going to gleefully accept the other.
Or, since the length of an undefined round is fluid anyways, we could set its length just for that combat. When facing more dangerous foes, rounds get shorter. Rather than setting the round length explicitly, we could do it abstractly.
- Compare each side to find which one is stronger.
- Find the creature or combatant on that side with the most hit dice; that’s the number of dice the runner is going to roll.
- Roll below the runner’s Move score (3, 6, 9, or 12, in most cases;) Success means the runner makes it to the goal in less than a round.
- Otherwise, the largest number rolled on any of the six-sided dice is the number of rounds needed.
The other alternative is to flip the problem on its head and randomize the distance run each round.
- Roll each attack roll as you normally would, but also look at the unmodified result.
- If the roll is less than the runner’s Move score, the runner moves that many yards during that attack.
- Otherwise, don’t count that roll when totalling the distance moved (the attack was just too fast.)
- Adjust the description of the combat based on the perceived length of the round; if the runner moves far, the round is longer and each roll may represent multiple attacks.
Maybe you shouldn’t do that.
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