Institutional Banter 2 Institutional Banter 2
0
 
February 07, 2012, 08:24:45 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: It's a misnomer!
 
Pages: [1]   Go Down
  Print  
Author Topic: Actions and Movement  (Read 260 times)
0 Members and 1 Guest are viewing this topic.
Lord of Ancients
Delta World GM
Geekier than Thou
**
Posts: 83


Step into my parlor


« on: January 31, 2008, 11:12:46 AM »

I've given this some thought and in the end I'm going with a slight amalgam of AD&D and GURPS rules for this. Some of this is probably different than how I've been doing it but this is all entirely in your favor so you'd be nuts to complain.

Everyone gets 3 Actions per Round (except where applicable)

Action = a Full move (60 ft base) or All Out Dodge/Parry or Retreat or Half Move (30 ft) + 1 attack or A Full Attack (2 attacks if dual wielding : 3 attacks for a claw/claw/bite).

Also those with two sets of arms get an additional 1 attack. Anyone with a dual brain would get 1 additional mental attack
Logged

You Knew This Was Coming
Eddie Chang
Geekier than Thou
**
Posts: 76



« Reply #1 on: January 31, 2008, 11:29:38 AM »

That's a sensible call. I think the D&D rules on movement in combat are pretty good.
Logged
Pages: [1]   Go Up
  Print  
 
Jump to:  

Theme by m3talc0re. Powered by SMF 1.1.7 | SMF © 2006-2008, Simple Machines LLC MySQL | PHP | XHTML | CSS
Back To Top