Yep - my guess too as I was trying to convey in the rest of that post. Speed is abstract - therefore it accommodates variety of circumstances/scenarios/situations...Just a guess, but maybe it considers movement through the view of a combat situation? Where the character is moving slower than he could if he were just strolling out on the sidewalk.
You were talking round AND minutes AND distance.We're talking round AND minutes.
Each abstraction is given a singe ballpark number, but DOING MATH based on the ballpark numbers will not yield a SINGLE ballpark number.
Not the type of 'multidimensional ranges' I was talking about (but good to know!).Range Bands are also used for altitude and depth.
Figuring the results of abstraction of time and distance means an answer would need to be given as [range of seconds, range of distance] - i.e. mathematical dimensions. The rate of motion (taking distance and dividing by time) would then be a matrix of possible outcomes - not a single figure. Averaging the results of the matrix of outcomes doesn't provide useful information because it ignores the 'approximations' - which have now become exponential in nature... :file_19:
So, when you posted -
A character at Very Long Range, moving to Medium Range (a move from Range Band 5 to Range Band 3) would take about 7 minutes at Speed-2. First, it would take 4 minutes to reach Long Range, then it would take another 3 minutes to reach Medium Range.
On the surface there's nothing overtly technically wrong with what you wrote, however, by way of explanation, it destroys the abstraction. It is only a valid statement that in a particular combat lasting only 7 rounds this is the range difference and the total combat time for those rounds was about 7 minutes. It is misleading to state that the time for movement is therefore 'about 7 minutes' or broken up into 4 and 3 minutes. Best you could do was state at most about 7 minutes, but then only if the total combat lasted exactly 7 rounds, if it lasted 8 or more, even this assertion is also invalid.
Put another way - with 7 rounds to cover 2 range bands, the abstraction implies running beginning sometime in round 1 and ending some time in round 7. If the round times are: 3 minutes first; 2 minutes total for the 2nd-6th; and, 2 minutes in the last, then the time to cover the 2 bands was somewhere over 2 minutes and less than 7 minutes. There are lots and lots of combinations that could be used resulting in different minutes to cover the range difference - the only thing that is really true is that all still took 7 rounds for those range bands. There is not enough information in the abstraction to equate to the actual time of running to cover the abstract distance.
I'm not trying to be argumentative here - quite the contrary - you are trying to explain and interpret things for others and I'm trying to help. Abstraction can be a very tricky thing, especially when mixing multiple abstract elements not to mention its aspects are often subjective in nature. Nailing down abstraction with concrete, real world figures generally breaks the whole concept - yet is a very natural thing to want to do...
Yeah, only relative times matter - and even then its all just SWAG.The abstract rounds don't really bother me at all. How often does exact time of combat really matter in a combat encounter anyway.
Its starting to sound like T5 abstraction are actually a bit like my own - I use abstract distances, speeds and timing. The only time I give exact numbers is for color and drama (5 second countdown; 'scope reads 2,371.42 meters'). The difference is in implementation - I don't have a relatively easy system that anyone could just pick up and use.
Re: your example of the character running across the street with time for his opponents and environment (cars) to interfere - if something significant is going to happen then I give the Player the chance to determine the outcome.
I.e. I call for a roll - factoring in the visibility (night/dense smog), distance, road traffic (density; speed; automation), opponent's motivations (shoot to kill, avoid witnesses/law, etc.) and characteristics, along with appropriate DMs.
Adding dice for added difficulty is certainly in the spirit of the rules.Reading further, I do think we can stretch the rules to cover multiple targets and not necessarily have to call the multi-target tweak a House Rule.
While related with skill+attribute, I gather the Task Mechanic and the Combat Mechanic are still treated as two separate things with otherwise different basis and most mods?