|
Post by Paper on Jun 6, 2015 10:13:42 GMT -5
So I am a cybersword, and I work like crazy with Vinny the Rat to get my xp up. Then after I have a high amount of AP due to my leveled up stats and stims, I get into an encounter. I escape by running away, but with a high amount of AP, I can make multiple 6-square moves in a turn, outpacing super-fast hunds with this ability, despite their ludicrously superior athletics. To be frank, this doesn't make much sense to me, as mental capability and reflexes, while assisting in precise, seemingly simultaneous actions, has little control over how fast you can actually move your body. A drug-stimulated person may move faster than normal, but probably shouldn't move exponentially faster as action points increase.
I think if you move above 3 squares, the rest of the moves for the turn should only permit you to move 3 squares or less. The lower amount of movement squares is already enough to move to and attack multiple enemies, and makes stimulants and action-increasing attributes an augment, not a super-power.
(I do have to admit, dashing between enemies, wrecking them with my taser gloves, and repeating the process over and over again is something badass)
|
|
|
Post by fallen on Jun 6, 2015 10:23:51 GMT -5
@paper - thanks for the feedback! Your speed of move is actually determined by your Athletics, not your AP. AP does determine how many actions (including moves) you can take a round.
Reducing move speed (based on Athletics) would greatly slow down the speed of combat resolution, which I don't think would help the game.
|
|
|
Post by grävling on Jun 8, 2015 10:19:25 GMT -5
He thinks the combination of high athletics and high AP is too powerful. He'd like it so that there is a cap on how many squares you can run, as a cumlative total so that you could get a high ahtletic many_square_move once, but once only in a round ... the rest of the time you behave like a low athletic person.
|
|