• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

Character Movement.

Maybe I'm just not finding it, but how can I determine how far a character can move in a combat round, and how his/her Dex, or STR effects it?
I'm planning on using a VTT for my next game, and I was hoping to get a little more accurate when it comes to character movement distances.
Any help is appreciated.
Thanks,
Louis
 
Core pg 60 - starting under Minor Actions.

Normal is 6 m per Minor Action. Half in Difficult terrain. Crouching halves as well. So 1.5 m if crouching and moving in difficult terrain.

IIRC, while crouching yields better use in cover (next row), there is no stance benefit (prone gives -2). I house ruled -1 for crouching when playing MgT (bit messed up with cover, but those are the limits of 2d6).

BTW: Look in the character section for differences for non-humans.

Making use of Dex, etc. can be done using a significant action - i.e. a characteristic check, or an Athletic check. See Sprinting (24 m + Effect).
 
Core pg 60 - starting under Minor Actions.

Normal is 6 m per Minor Action. Half in Difficult terrain. Crouching halves as well. So 1.5 m if crouching and moving in difficult terrain.

IIRC, while crouching yields better use in cover (next row), there is no stance benefit (prone gives -2). I house ruled -1 for crouching when playing MgT (bit messed up with cover, but those are the limits of 2d6).

BTW: Look in the character section for differences for non-humans.

Making use of Dex, etc. can be done using a significant action - i.e. a characteristic check, or an Athletic check. See Sprinting (24 m + Effect).
Thanks BytePro, I don't know how I missed that. So the normal move would be 4 squares if each square is 1.5m, or up to 16 squares if successful in sprinting.
Thanks for pointing this out, I'm embarrassed I couldn't find this when I was reading, and re-reading it.
 
Thanks BytePro, I don't know how I missed that. So the normal move would be 4 squares if each square is 1.5m, or up to 16 squares if successful in sprinting.
Thanks for pointing this out, I'm embarrassed I couldn't find this when I was reading, and re-reading it.

Note that you can have three minora ctions per combat round so if you moved each of these you could move 12 squares per round (which I would see as running normally). I houserule that you can only sprint once per combat session but can 'run' indefinitely.
 
Thanks BytePro, I don't know how I missed that. So the normal move would be 4 squares if each square is 1.5m, or up to 16 squares if successful in sprinting.
Thanks for pointing this out, I'm embarrassed I couldn't find this when I was reading, and re-reading it.
Glad I could help - absolutely nothing to be embarrassed about.

When I played MgT, the style of the rules had me asking a lot of questions (to myself) that didn't seem to be addressed and about how things were addressed when it came to the realities of actual play. Movement was one of many areas where I felt the rules went too far and came up short... :nonono:

Note that you can have three minora ctions per combat round so if you moved each of these you could move 12 squares per round (which I would see as running normally). I houserule that you can only sprint once per combat session but can 'run' indefinitely.
I ruled 3 +END DM sprints without at least 2 rounds non-sprinting would result in Fatigue (-2 DM or unconscious). 3 +END DM hours of running before Fatigue (not limit running during combat).

So the normal move would be 4 squares if each square is 1.5m, or up to 16 squares if successful in sprinting.
16 squares plus Effect if sprinting*. Plus option for movement in the minor action. ;)

*Note that the description of sprinting fails to state what distance can be achieved when other things are attempted - just giving a -DM for avoiding obstacles. There is also no mention of the distance achieved if one fails. ;)

My house rules were (when I played MgT) 6m plus 1d6x3m plus Effect when non-dedicated (i.e., one could reach same max range, but unlikely), normal 6m plus 1d6x2m for marginal failure and 1d6 meters for average failure. I also allow multiple actions - with multitasking penalty - no reason one can't try to shoot while sprinting... Then there is the timing - sprinting is a 1d6 seconds task. Which makes the minor/significant and 'about 6 seconds' combat rounds a bit screwy if one sprints in 1 or 2 seconds. <shrug>

Regards the Athletics check, the average male can sprint 35 m in around 5 seconds - so the 24+Effect meters in 1 to 6 seconds is unreasonably fast on the 1-2 second times, and rather slow when 5-6 seconds. With combat turns being around 6 seconds, the max of 24+Effect+6 meters over normal terrain will generally result in a pretty poor showing. Especially when adrenaline of combat is in play to boot.

The rules are logical enough, but the added complexity just results in lots of potentially less plausible outcomes and really doesn't add anything to the game, while being fiddly and intrusive to roleplaying, IMO. In my CT based house ruled games I just do a check to see if one succeeded at getting where they tried to get or came up short. If someone tries something silly and outrageous, I just set the roll target high enough. Simple and always 'plausible' enough.
 
Back
Top