[net.games.frp] movement in AD&D

mr-frog@sdcsvax.UUCP (06/04/84)

I would never be one to support the movement system in AD&D.
I've spoken with people who fight in the SCA, and they claim that
while plate armor encumbers certain body movements, it doesn't
slow one down too much, since the weight (unlike a backpack) is
evenly distributed around the body.

The "movement rate" in AD&D is one of the silliest things that
I've ever seen.  I've conducted some informal tests, and found
out that at about 3/4 speed (and I'm no sprinter) that I can
cover 60 yards in about 12 seconds.

The DMG states that a man with a light burden can cover 30 miles
per day (DMG pp 58).  The PH pp 102 says, "if the party is fleeing,
all movement ... is 10 times faster, so each move takes only 1/10
of a turn, or 1 round.  The same movement rate applies to combat
situations...".  A table follows, one entry of which is the
"combat" move rate of 12" (normal human movement) which allows
a human to move all of 12' per every six seconds, which turns into
120 feet per every one minute, which turns into 7200 feet every hour,
which boils down to the lightning-quick rate of 1.36 mph.  So
what all this comes down to is that running away, the party moves
about three times more slowly than if they were WALKING outdoors.
This means that if the party were outdoors and running away, their
movement rate would approximate walking pace (walking = 30 miles/8
hours = 3.7 mph which is reasonable for normal people walking).

I find this movement rate system pathetic in the extreme.  The
solution, for our group, was to change the table, rather than
removing the spell casting times!  A 12" movement rate translated
into 30' per every 6 seconds walking speed, and a "charge move" (i.e.
running or combat speed) gives you 12" movement = 90' per six
seconds.

This still doesn't excuse Mr. Maurer for removing the time factor
for casting spells.  I ask him, what's the advantage to casting
a "power word" over a meteor swarm?  Both spells, under your system,
get off equally quickly.  Answer?  There is no advantage.  Why
throw low level spells?  Answer?  Only if you've run out of high level
ones.  Game balance has been tossed in the dumper; I sure wouldn't
want to be a fighter under his system.


Dave Pare

[ucbvax | dcdwest]!sdcsvax!mr-frog

"A megaton of prevention..."
(Keith Laumer)

weutil@ih1ap.UUCP (David L. Pope) (06/06/84)

  There ARE a scattered few of us out here who have decided to make the
spell casters less 'omnipotent' and give the weapon wielders a shot at
superhero play. Alowing a fighter one attack per segment is no less
REALISTIC than having missiles leap from your finger to unerringly 
strike your target. The books are guidelines, and there is no 'pure'
AD&D campaign. (Well, I've yet to see it.:-)

    		David L. Pope at AT&T  Network Software Center.
    		ih1ap!nwuxc!random