View Full Version : Mysteries of Movement
rafial
11-08-2003, 03:52 AM
Okay, probably the biggest fuzzy area I still have with combat is how movement integrates with the rest of combat.
First of all, I assume that while the player must script their rate of movement, when it actually comes time to move, the player has choice on where they go. Is this fair to say? For example, say I was engaged with an opponent and scripted walk, and they scripted dash. If they run away from me, can I state I am pursing them at my walking pace?
A player may choose to dash or sprint as a defensive manuver. Can they do this without actually breaking contact with a slower moving enemy. For example, if my opponent stands their ground, and I script dash, can I say I am darting in and out in front of my opponent and not actually going anywhere? How about sprinting?
Finally, when does movement take effect. If I stand my ground and strike, and my opponent scripts dash, and runs away from me, does my strike get a chance to hit them, or do I swing at empty air as they are high tailing it out of there? How about if there is more than one action in a volley? If I script Strike, Strike, and my opponent dashes away, how many of those Strikes get a chance to hit?
Finally, how to deal with simultaneous movement? If both players want to react to where the other is going, should I just have the both write down where they want to go? In this case, can one player script "chase bob" or "run away from bob"?
Thanks... This is the one area where I'm still really scratching my head.
Enoch
11-08-2003, 08:27 PM
I have to echo rafial's confusion here. The only thing I gathered is that at least in the example scripts I looked at in the book that they scripted what direction they are going.
NiallNai
11-09-2003, 05:28 PM
The only thing I can add is that exchanges occur in such a short span of time that if a person is moving away from you at a dash and you are standing still in a volley, you should be able to take a swipe at them as they go. It is more difficult to do so, though, hence the +2 obs penalty. Also if you take a look at the movement rates for walk, dash, and sprinting in volleys, you might get a better idea of the distances and a better image in your mind of how it would look.
I think if you are engaged in combat (and wish to remain so) and dashing, it is more like moving around side to side, retreating and advancing so that you are in range. From my own experience with kum sool, it feels more like that.
Kublai
11-10-2003, 10:27 AM
I like to play it like this:
Player 1 scripts Block/Dash.
Player 2 scripts Strike/Walk.
Both players are at +1 Ob because of Player 1's Dash. However, Player 1 will not be out of range of Player 2's Strike this Volley. He will be out of range of Player 2 at the beginning of the NEXT Volley.
Player's intent goes a long way in resolving these disputes, btw. And dashing can be interpreted as moving in and out, or circling around the target, or whatever. However, I will always rule that sprinting must be done in a straight line.
Kublai and Nial are in the correctness.
A character moves as he acts. He may take his actions any where along his movement path. He pays the full penalties for said movement in the volley.
As a character moves he incurs penalties to himself and those trying to interact with him along his movement.
Sprinting is moving as absolutely fast as the character can. I recommend enforcing a "single direction" for this type of movement.
Players may determine exact movement at the time of announcing their actions. It is perfectly permissable to state "conditions" like, "I follow him" or "I stay on him."
Jogging/Dashing around in combat can be interpretted as side-stepping, flanking and trying work your way around your opponent. If both characters are performing this type of movement, then they circle.
In general, the movement/spacing rules in BW are meant to be simple. It's not a wargame.
-L
eruditus
11-12-2003, 09:40 AM
I find it useful to imagine a radius around the characters based on their movement. When its all said and done (actions are completed) then the characters can position themselves anywhere within that radius. Since the game is designed for action and movement rates determine Ob modifiers, its easy to simulate "out of range of a hit" through an actual miss. Where, if a character is trying to out-manuever his opponent and gets tagged it is assumed he zigged when he should have zagged.
Otherwsie its largely upto the GM to moderate what actually transpires. I noticed that Luke tends to have people place their characters at the end of their movement AFTER the dice are rolled. I think it bring context to what really happened. In a real fight its often difficult (without an assess) to really assertain where you are. This is why ringouts happen in various competitions that allow them.
If I were to make this a skirmishing wargame I would make various paced circular templates based on Movement declaration and Speed Rates to determine short ranges.
Catalyst
11-12-2003, 04:09 PM
I just had more lights go off in my head about movement and why it's done the way it is in BW. Thanks, eruditus!
It just makes sense. Well, now it does..
:lol:
worldeater
05-11-2004, 04:26 PM
Players may determine exact movement at the time of announcing their actions. It is perfectly permissable to state "conditions" like, "I follow him" or "I stay on him."
I had to chuckle when I read that - our group came up with a "Stay On Him" tandem action during our first mock battle. It's kind of funny that we weren't too far off the mark, even on our first try.
In general, the movement/spacing rules in BW are meant to be simple. It's not a wargame.
Indeed, and that is definitely the impression that one gets as one reads through the books. However, my group (including me) tends to like combat more tactical than narrative. Maybe it's a holdover from D&D, but we all like to break out the minis and battle mat and know where each combatant is.
Anyhow, the way that we've interpreted movement as it fits in with simultaneous combat actions is as follows:
For each Volley:
1. First actions, all combatants
2. Movement 1
3. Second actions, all combatants
4. Movement 2*
5. Third actions, all combatants
* Only for combatants with Reflexes of 7 or higher, total movement in Volley cannot exceed the value on the table in the Master Burner.
**Note that "all combatants" means anyone with a scripted action. Since all combatants thus far have had B6 Reflexes or lower, only 1, 2 and 3 have applied.
It's simple, but we have found it to keep orderly play while maintaining the feel of frenzy that is a BW battle.
One issue that has come up has centered around scripting a first action that would only be useful after movement has taken place. In that case, the house rule is that the combatant simply waits a "half action" to Strike (or whatever). For example, if a squire has scripted Strike, Block in a Volley but needs to Dash towards his opponent to be within range, the Strike would simply be resolved after movement. Keep in mind that the downside to this is that everyone else's first action has already taken place, so enemies with reach/ranged weapons could slay our poor squire as he dashed towards them. The Block would take place at the same time as all other second actions (if anyone else has them).
Hopefully, that made some sense. If not, please let me know and I'll clarify.
Regards,
Alan H.
Powered by vBulletin® Version 4.1.9 Copyright © 2012 vBulletin Solutions, Inc. All rights reserved.