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Movement

Posted: Mon Oct 29, 2012 8:01 pm
by yrtalien
I'm terrible at searching but a quick one turned up a whole lota nothing. I'm wondering if Rifts has rules for movement how far you can move in a round, does it take actions? You get the idea...

Re: Movemmnt

Posted: Tue Oct 30, 2012 12:24 am
by yrtalien
TheGrayRaven wrote:RUE p 281
Speed x5 is the number of yards/meters covered in a melee round (15 seconds). Dividing by number of attacks gives distance that can be moved on each attack.


So you have to give up an attack to move in a round WOW, that seems harsh. Thanks for answering.

Re: Movemmnt

Posted: Tue Oct 30, 2012 12:52 am
by Killer Cyborg
yrtalien wrote:
TheGrayRaven wrote:RUE p 281
Speed x5 is the number of yards/meters covered in a melee round (15 seconds). Dividing by number of attacks gives distance that can be moved on each attack.


So you have to give up an attack to move iin a round WOW, that seems harsh. Thanks for answering.


That's not what he said.
The Speed attribute governs the maximum distance that you can move during your turn.
The GM governs what, if anything, you have to give up in order to actually move.

This isn't D&D 3.x or 4.0, where movement is laid out in a tidy system. This is one of the areas where Palladium assumes that you (and your GM) will use common sense.
If your speed allows you to move 50 yards in one attack, then you can charge up to 50 yards AND stab somebody with a sword, if the GM decides that it makes sense in the circumstances.
If you want to charge 50 yards while firing your laser rifle, you can do so (assuming that the GM finds this to be reasonable), although as a rule you will have to be firing Wild.
If you want to run 25 yards, then open a door, the GM will probably allow that, unless circumstances are such that it would be unreasonable.

Re: Movement

Posted: Tue Oct 30, 2012 1:06 am
by Incriptus
They really should have just written the rule as "we don't really care, it shouldn't be that important". Honestly that response would make more sense than the rule as written, given the abstract nature of attacks per melee. The classic response is Alice has a speed of 10 and 2 attacks per melee. Bob has a speed of 20 and 10 attacks per melee. Alice will beat bob to a flag that is 25 feet away. 10*5/2 = 25 feet per attack. 20*5/10 = 10 feet per attack. **Usually that this juncture people chime in with there melee phases in an attempt to make things make more sense**

Anyways, I never read it as "giving up" an attack to move. You can move and attack at the same time. We can all move and do lots of things at the same time. In ranged combat they usually treat it as firing wild. If for some reason the difference between moving 30 feet and 35 feet in a gun fight is important on a regular basis, you're probably micro managing it too much. It gets really rediculous when you're question is "how many 5 foot squares can a flying SAMAS move in a round".

Perhaps it's just me but not too much of my combat happens in open fields. So long range running isnt that important. Plus with a lack of emphasis on "tactical" combat, individual positioning is usually more cinematic than scientific. "He's faster than you, but not by much so you're both basically in the same place but he grabs such and such first".

Re: Movement

Posted: Tue Oct 30, 2012 4:22 am
by Bill
I use the following guideline: As part of any action, a character may move up to its SPD in feet at no penalty. A character may move double its SPD as part of any action, taking the penalty for wild shooting and imposing a penalty on attackers attempting to shoot an evasive target. A character may move at four times its SPD with attackers taking the penalty for shooting at an evasive target as an action unto itself (no other actions may be performed; excepting minor/effortless stuff like drawing a weapon or shouting at a friend). No combination of action and movement may exceed the character's maximum movement per melee (SPD x15ft).

That covers most situations, gives players a concrete definition of what the characters can do, and cleans up the weird interaction of combat actions (abstract units) with the SPD attribute (fixed units).

Re: Movement

Posted: Tue Oct 30, 2012 5:44 am
by Damian Magecraft
Incriptus wrote:They really should have just written the rule as "we don't really care, it shouldn't be that important". Honestly that response would make more sense than the rule as written, given the abstract nature of attacks per melee. The classic response is Alice has a speed of 10 and 2 attacks per melee. Bob has a speed of 20 and 10 attacks per melee. Alice will beat bob to a flag that is 25 feet away. 10*5/2 = 25 feet per attack. 20*5/10 = 10 feet per attack. **Usually that this juncture people chime in with there melee phases in an attempt to make things make more sense**

Anyways, I never read it as "giving up" an attack to move. You can move and attack at the same time. We can all move and do lots of things at the same time. In ranged combat they usually treat it as firing wild. If for some reason the difference between moving 30 feet and 35 feet in a gun fight is important on a regular basis, you're probably micro managing it too much. It gets really rediculous when you're question is "how many 5 foot squares can a flying SAMAS move in a round".

Perhaps it's just me but not too much of my combat happens in open fields. So long range running isnt that important. Plus with a lack of emphasis on "tactical" combat, individual positioning is usually more cinematic than scientific. "He's faster than you, but not by much so you're both basically in the same place but he grabs such and such first".
you make it sound like the phase concept is bunk
Surprisingly it does "fix" quite a few things (some of them quite unintentionally).