pnp rules for shorties

Ideas and suggestions for game mechanics and rules.
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Riotnrrd
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Post by Riotnrrd »

I've wanted reduced movement since I saw a dwarf in full plate running all over Loudwater on my first ever ALFA PC.

I'd support the idea, for the reasons mentioned in this thread.

However, I really don't care overly much either way :) Like so many things in ALFA... it's usually best to let the little things (no pun intended) slide.
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Spider Jones
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Post by Spider Jones »

I'd support it if movement speed was entirely redone across the board. If armor reduced movement, if all the mobs on every server had their movement speeds adjusted to be proper... Then I'd see no harm in it.
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Mulu
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Post by Mulu »

Spider Jones wrote:I'd support it if movement speed was entirely redone across the board. If armor reduced movement, if all the mobs on every server had their movement speeds adjusted to be proper... Then I'd see no harm in it.
*nods* I think an "armor only" speed reduction is workable, since you can always change your armor based on the circumstances, and it would definitely have to apply to NPC's and humanoid monsters wearing armor as well, though monsters mostly wear leather and hide.
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Post by ç i p h é r »

Any decision ultimately is for Admin to make. We could certainly include this in with our Encumbrance rules.

Just to note the obvious, while NPCs and humanoids would wear armor and be encumbered by them, creatures typically don't.

I really like the idea of a Run or Double Move feat (given to all) if it could be modal (representing the character's present state) and thus mutually exclusive with other modes like stealth (hide) as well as attack actions. That would really address all the 'escape' problems that have been noted here (this is how one typically extricates themselves from a bad situation in PnP) and could also allow us to actually monitor running.

Which gives me another thought. Since we can't currently distinguish between the engines WALK and RUN speeds, perhaps we should normalize movement according to the RUN speed rather than the WALK speed. So we would apply a movement rate decrease on player login such that WALK is actually a very slow walk and RUN is actually walking speed. The run mode (feat) would then simply lift the movement rate decrease so the player is actually experiencing the speed increase. If RUN can be modal as stated above, then exploit or abuse is not possible any longer. You can't run around AND attack for example as is presently the case; PCs will be able to close the distance or get away.
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Rusty
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Post by Rusty »

That seems like an excellent suggestion.
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JspecWip
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Post by JspecWip »

*Bows to cipher the code master*
Making the Emote match the Roll

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Mulu
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Post by Mulu »

I gotta admit, that sounds like the win. It also solves the problem of walking as an elf. (No detect mode option for elves)
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Post by Rumple C »

sounds good to me, especially if we remember to hit the shorties and plate wearers with the right movement.
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Post by JspecWip »

*Bump*

Don't wanna see movement penalties die in the water
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Post by Dorn »

Cipher, perhaps you could log this in your official threads for base mod inclusion?
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Post by Dorn »

Cheers bud
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Post by MShady »

We can maybe include this, but if weapon breakage isn't a high enough priority to include in the base mod at release, I do not see this of a level. It would also require modding all monsters with proper movement rates too, for example. That gets to be a big project. Honestly, if its not included in NWN2 like it was not in NWN1, I don't see the need. Some of the racial abilities short folks have do not translate well into digitial and certainly all the benefits do not work precisely the same way. Besides, it'd be very annoying to keep start-stopping a party to wait for the runts all the time.

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Post by Dorn »

1) Stopping and starting
If you're not level 20 you have to scout and walk carefully around places to avoid attack. Even on teh roads. And especially if wandering monsters hit the streets. This will make falling behind not a big issue. Additionally, the shorties can break into a jog once or twice accross a 16x16 area and keep level. Same thing happens with parties led by barbs so why is it suddenly a problem?

2) Read the link above mike. Cipher shows that we would NOT have to adjust every monster (if we do it correctly). It may not work, but the theories there so there aint no reason not to give it a go.
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Post by Rumple C »

I would have raised this in the encumberance thread buts its locked - shorties who shapechange via spell or wildshape (or enlarge spell?) will need their movement rate changed again i would think so they arent hit with the runty penalty - will the proposed system be able to do that?
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