[net.games.frp] Time and such

ix269@sdccs6.UUCP (06/24/84)

main()

	 On the issue of time and movement, there seem to be some problems
    related to scale and concept.  To those who must argue the time in
    battle, try a toying with a stick or perhaps kendo, and perhaps
    things will become more clear on the meaning of parry, block, etc.
    Some people have even seen Eroll Flinn (spelling aside), now there
    is a definite 1 minute breaks before anyone got a decent jab.  The
    movement over long distances is to say the least incomplete.  To
    travel 30 miles a day is no mean effort, and is at best 3 mph (if
    human, see Hobbit for lit on dwarves metal).

	 Past experience and gaming with the interior rules for
    movement, the interior movement has been the reasoned to be in
    the same units as wilderness movement (" = yard/round) this leads
    to 1/2 mph for 12" movement base.  Which can be adjusted to logical
    limits, 3mph is a reasonable walk rate  for unburdened humans.  
    The weight rate adjustments for burdenend characters (AD&D PH not
    in hand) are reasonable equally scalled (but don't take my word 
    for it read & experiment).

	Perhaps just one note on the use of spells and there time,  they
    are timed in reasonable relation to there power.  To throw away time
    might not be ridiculous, but let me be a mage if you must.  A MU/Cleric
    or even the much FLAMED druid could and would easily eradicate any fighter
    who is forced to the constraint of his limited number of attacks/rnd.
    This not to say at any level (1st the most odvious reversal).

	As for search rates, try a run at the U.C.S.D. steam tunnels
    in the dark, with only a torch (flashlight) or perhaps think of it
    as looking for a phone number in a scrambled phone book.


	Jim the Mortal 	(druids are not an extinct class)

		(..sdcsvax!sdccs6!ix269)