Last night we were discussing movement in combat and had decided on moving 1 square for each odd phase movement and 2 squares every even phase movement. There are six phases each measuring about .5 seconds in time. A square is 1 meter.

According to this formula, we were moving 3m per second. This falls in line with the games movement where the average character walks at 10m per 3 seconds. I decided to do some math and looking up speeds of 100m dash:

  • Cheetah 5.6s
  • World Record 9.58s
  • Athlete Sprint 14s
  • Jog 30s
  • Brisk Walk 60s
  • Walk 74s

I played with some numbers and I rounded them off to do a movement for 1 combat phase (half-second)

  • Cheetah 10m
  • World Record 5m
  • Athlete Sprint 2.5m
  • Jog 1.6m
  • Brisk Walk .6m
  • Walk .35m

This falls in line with the characters movement, but I didn’t like the math involved. I like more of a simplistic approach, so I cam up with the following movement rates for OverBurn.

  • Walk – a casual walk moves .5 meters (this is generally people unaware that combat has ensued).
  • Fast Walk – A fast walk in combat moves 1 meter or 1 square and takes a -1 penalty on any actions.
  • Jog – A jog in combat moves 2 meters or 2 squares and takes a -2 penalty on any actions.
  • Sprint – A sprint in combat moves 3 meters or 3 squares and takes a -3 penalty on any actions.
  • Insane Bolt – A character making an insane bolt move at 5 meters or 5 squares and is incapable of taking actions that require a dice check.

I think this is simple enough to remember and allows enough movement through combat to keep it dynamic. Characters are allowed to move, even if they don’t have an action that phase, but cannot move to prevent another character from acting. Overall I’m very happy with the way it works.

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