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BelDragos
01-06-2001, 01:12 PM
Will the various races have different movement rates or will they all travel the same speed.

It stands to reason that Dwarves and other small races would be slower while horses, camels, Minataurs, Centaurs, ECT... would be traveling faster than "man sized" races.

What are your thoughts?

Thirty
01-10-2001, 09:02 PM
Thats one reason I posted my last post, if most or all monsters are faster than people, and dont give up chasing you, and you cant beat them, you end up dead every time. If most monsters are slower than people, people will never die (if they're smart) and monsters will never get away.

So, you gotta remeber to add in a "ok I give up" on monsters, so they dont do like EQ and chase you forever (only zones save you). Some monsters could be different than others of course, some may chase longer, some may not bother if they have retaken their territory.

And some monsters can be faster, some slower than people, and its up to you to recognize what your looking at and what to do about it.

And its a good idea to have a plan for people who shoot/spell and run away from slow monsters, preferably other than the AC one of all of the more powerfull monsters having spells.

AayJay
01-12-2001, 06:06 AM
I don't know how to "encourage" people to not Run everywhere but if you can find a way to do it please do! I don't want to force people to not run everywhere but man, the constant run mode of AC and EQ?(It's been so long since I've played EQ I don't remember) just didn't feel right. Especially in towns. It looked like everyone was high on too much coffee or something.

Morte
01-12-2001, 11:07 AM
I think if the characters should get tired when they run and perhaps also when performing other physically demanding actions. Characters with high endurance would be able to go on longer than others. This would discourage people from running all the time.

Su'ulMorda
01-12-2001, 03:06 PM
Ja, an old game i sed to play called Daggerfall had a similar thing, a small yellow meter showing your stamina drain as you ran, I think it also tied to sword swinging too... It's been awhile.
Come to think of it, Diablo II has something like that too, right?
So, you can run in spurts to save a little time, but you're not doing the superhuman "ironman" around the world...

BelDragos
01-14-2001, 03:02 AM
Again, will the various races have different movement rates or will they travel at the same speed.

I agree that there should be walk, jog, and run rates. Will they be dependant on race?

Morte
01-14-2001, 03:17 AM
It seems quite logical that size and build influence your speed. I also feel that a wizard character would not be able to go as fast as a fighter. Also, their speed should be influenced by how much they are carrying. I don't think a heavily armored fighter is going to run very fast, something that, besides being very tiring, increases the risk of tripping and falling down, a predicament an armored fighter normally has a very hard time recovering from. Which bring s me to the question: can characters trip over stuff, and if so, will said heavily armored fighter be able to get up by himself, or will he need the assistance of a friend?

BelDragos
01-14-2001, 03:25 AM
In the game there is no difference between fighters and mages except skills and equiptment. The movement rates should take race and encumbrance into effect monified by terrain.

Morte
01-14-2001, 03:36 AM
I think a character that does a lot of wizard stuff, ie reading musty old tomes, updating his spellbook, conjuring up giant miniature space hamsters, would be physically weak, whereas someone walking around with 100 pounds of armour smiting the enemy with his sword would be capable of going faster. In the game, training and using certain skills could raise your stamina, so if bash goblins to pieces all day, your stamina would improve. If, on the other hand, the only thing you do is read books all day, your stamina would slowly decrease. As in real life, exercise, or a lack thereof, should influence your stamina.

BelDragos
01-14-2001, 04:28 AM
If you were constantly hurting yourself by fighting and getting bruised your body would be busy mending itself, like when you get hirt and then get sick because your resistance was low due to your body trying to fix that broken leg...

Your stats are set during creation and I haven't heard of any skills that raise them. The only way that I know is through expenditure of experience points.

Since magic is tied to the physical stat of Stamina it would stand to reason that magic weilding characters would pick a high STA. I had a Kobold Pyromancer in the tabletop game GURPS that had a higher stamina than anybody else in the party. He was keeping it secret because there was two members of the opposite gender who had the flaw Lecherous and the kobold didn't want to try to outlast both.

Morte
01-14-2001, 04:47 AM
It would seem to me that casting a spell is mentally exhausting, while fighting is physically exhausting. I still don't see a wizard go as fast or run as long as a warrior, who is training all the time. I think a warrior should be stronger and faster, be physically more capable than wizards, as wizards have little physical exercise.

BelDragos
01-14-2001, 05:00 AM
It's stated in the FAQ that magic will be physically taxing as well as mentally. The Sta attribute will be linked in this way.

Morte
01-14-2001, 05:10 AM
Well, we'll just have to wait and see what Brickhouse will make of it. And I am still wondering if you can trip people.

BelDragos
01-14-2001, 05:15 AM
Interesting question, I hope BHT can provide us with an answer.

Su'ulMorda
01-15-2001, 02:20 AM
I think it's important to note that endurance is different from raw strength...
Often one's endurance is closely related to the strength of you will to go on, and willpower is likely to be quite abundant in a mage.
The practice of magic is physically taxing in this system, as it is often described in many onther systems. A mage in his prime is not likely to be too out of shape, if at all. An older one, however, often has greater knowledge, but less endurance than the younger magus, he becomes exhausted faster, though he knows more potent magic.
To be noted, Gandalf was never described as out of shape, certainly not when swinging aroung Glamdring, there...
Raistlin's magic suffered from his weak constitution, he became weakened so easily with his practice in magic. For the most part the mages described in literary examples were not in poor shape, unless the'd passed their "peak".

BelDragos
01-15-2001, 08:59 PM
The characters will have 5 mental traits
IQ, Wisdom, Focus, Instinct, and Memory

and 5 physical traits
Strength, Agility, Endurance, Accuracy, and Dexterity


When they were talking about spellcasting being physically taxing thet meant it was linked to Endurance.

Su'ulMorda
01-16-2001, 02:04 AM
I was pointing out some holes in the stereotype of the paunchy, overweight and out-of shape wizard. The actual attributes in the Arcanity game were not a factor in my words there, sorry for the confusion...

The point was that while the wizard may not be a physically honed as the well-trained warrior, that does not mean he is covered in flab... The art of magic hones elements of the body as well as the mind.

BelDragos
01-16-2001, 08:35 PM
I wasn't debating your post. I was just stating what the 10 stats were. I like the point you made about Raistlin.

Kymeri mac An Iolar
01-16-2001, 09:17 PM
I haven't made a post on this subject yet, but here goes my opinion on it.

1)Different Races should have different movement rates. Size, stature, dextrity of a race would effect how well and how fast they were able to move.

2)Skills should effect movement rate. If you are a warrior and physically fit you would naturally be able to out run a more scholarily mage who spends much of their time immobile in a library.

3) Activity should effect movement rate. If you are running for a long period of time, you should become fatigue after a time. Your endurance would effect how fast this would happen. Continuious fighting or spell casting should effect your endurance and fatigue and therefore movement rate.

4) What your wearing should effect your movement rate. Obviously the less physically fit mage should be able to out run a physically fit warrior if that warrior is wearing 150 lbs of armor and carrying a big backpack.

Ok thats my 2 pence worth.

BelDragos
01-16-2001, 09:49 PM
The point I was trying to make when I started this Thread.

Morte
01-17-2001, 12:08 PM
That's what I said.

Kintoun
01-17-2001, 05:37 PM
I REALLY like the idea of 3 different movement rates. The Walk, Run, and Jog. I also agree that some races ( ie: elves are nimble ) and classes should have naturally more endurance. Think about it... How cool would it be to see a elven rouge dash by at a blazing speed, knowing the he can keep that pace almost forever. The walk speed should of course be slow ( with no - to stamina ) jog speed would have a slow drain on stamina, but only certain race/class combos would have such high stamina regen that there would still be no -, but also no + to stamina. The run speed would be a very short burst of speed which has an very fast stamina drain ( say a avg player could only run for 10 sec, before being forced to walk ). Certain mages could even cast a levitation spell which still drains stamina, but at a slower rate, so they could jog longer. And the elven rouge I was talking about should be able to run for close to a minute.

It would also be neat to have the top speed of every race/class different, but this would be harder to balance out.

This in addition to your guys' ideas would really add to the realism of the game.

z_man93
01-17-2001, 06:18 PM
I'm with the Goddess of Light, I think she covered things pretty well.

Morte
01-18-2001, 07:55 AM
I think your current health should affect your speed as well. You probaly aren't going anywhere very fast when someone just crushed your foot. Being permanently crippled, if it is in the game, should affect your speed as well.

BelDragos
01-18-2001, 06:47 PM
I think D&D had jog at 3x speed and run at 5x. Have to check though.

Drorak
02-12-2001, 01:54 PM
I agree with those points that Kymeri mac An Iolar posted.

But I would also like to add to point #2.

That although a physically fit warrior could outrun a mage in a 100 meter dash. A mage with a higher Endurance stat should be able to out last a warrior in a marathon run. The Endurance stat could possibly be a sub-stat that falls under Dexterity, but should also be affected by Strength. So as you increase your Dexterity, you are also increasing your Endurance stat. But as you increase your Strength, your Endurance stat goes down. 100 meter runners do not have much endurance, but they are stronger and more powerful than marathon runners. So it only makes sense that the weaker marathon should be given the chance to run away from an enemy where as the stronger warrior should be able to stay back and fight.

I would also like to add to Kymeri's point #4.

That not only what you are wearing should affect your endurance, but also what you are carrying. And it's not so much how much weight you are carrying that should affect your endurance. But rather a percentage of (Weight Currently Being Carried / Ability To Carry Weight). So if a strong Warrior is carrying 150 lbs out of a possible 300 lbs, the weight will affect his Stamina less than say a Mage who is carrying 30 lbs out of a possible 40 lbs.


For this to work, the game must have a Stamina bar in the display. The Stamina bar will go down whenever someone Runs or Fights. As the bar goes down, one's running speed is directly affected. At the bars lowest setting, speed is reduced to walking speed and will not go lower than this. To recuperate Stamina, one must rest, walking will only maintain Stamina at it's current level. Stamina, can also be increased by drinking water and other items in the game. The speed at which Stamina goes down is affected by combining the Endurance stat + the Weight ratio stat. The speed at which Stamina goes up, should only be affected by the Endurance stat, seeing as how your character is at rest, weight shouldn't be a factor.


The AI creatures should also be affected by Stamina. But an AI creature will not have the luxury of carrying items like water to restore their Stamina. Although it would also be nice if your character as well as AI creatures have the ability to drink water from streams and lakes. Your character will also be able to carry a jug or thermos, that he/she will be able to fill in a lake or stream, where as an AI creature will only be able to drink from a lake or stream.

Morte
02-12-2001, 02:07 PM
What you're wearing should limit your movement, beside the weight factor. A knight in full Plate armor does not have the freedom of movement as a Rogue in studded leather armor.

BelDragos
02-13-2001, 12:08 AM
I agree and he will probably need to get away too

Foxnix
04-17-2001, 08:54 AM
Good ideas everyone :)

I especially like the idea of being able to drink from streams and rivers, as this is what would happen in real life but... Surely there should be some chance of the water not being up to scratch as it were. Possibility of being poisoned from the river perhaps? So you would have to know the area or just take a calculated risk before drinking.

Maybe then the game could have some woods man skills that can be trained to allow you a better chance at spotting bad water before drinking it.

The water purity would then be a constant for a particular stretch of water course unless some major disruption happened just up stream? Like a settlement being put up or a large battle filling the water course with the decaying corpses? This is probably too complex to code in but it would be a great addition to the realism. Also What about being able to pick fruits and berries of which only about half are edible. Hmm lovely crab apples causing stomach cramps which reduces your stamina as you lurch along trying not to be sick.

As to the movement rates. I dont see a problem with having the faster more nimble characters and heavier slower ones. But the benefit of moving that much faster must be off set with some form of balance, like you are moving faster so can't be as heavy so you wont be able to carry as much or hit as hard I dunno something along those lines.

Foxnix
04-17-2001, 11:00 AM
Just had a thought on my drive home. How about having a sneak speed which is slightly slower than the normal walking pace which could be used to slowly regen your stamina and also to sneak past unwary guards / enemies? By sneaking you are moving cautiously and being aware of your surroundings so as not to make too much noise or draw attention to yourself.

Also this could be useful in dungeons when moving cautiously will enable you to have more chance at spotting that pit fall you may have otherwise missed.

Kintoun
04-17-2001, 04:13 PM
Not bad. Could take this further and make speed just like in mech warrior or flight sims. A sliding bar which determines what % speed you go at. With animations matching the %. For instance a certain race, class combo can run at a speed rating of 100. Where as another race/class combo can only run at a speed rating of 50. And your % slider can control your movement rate. Maybe in increments of 10%. So the first example, 10% would be a sneak, 20-50% a walk, 50-80% is a jog, and 80-99% run, and 100% a sprint. Each of these diminish stamina proportionally to their %. Also each % is a differnet movement speed. As in 55% is slightly slower then 56% even tho they are in the same class as jogging speed.

Buttons could be preset to what would normally be in place. For instance there is a sneak button (10%), walk button (35%), jog button (65%), run button (85%), and the final sprint button (100%). These would just be preset macros that you would use most of the time. But of course if your planning on going cross country you would want to adjust the slider bar somewhere in jog (depending on your race/class combo), where your stamina depletes at an acceptable rate for you to complete your journey.

Foxnix
04-18-2001, 01:16 AM
Thats quite a good idea but how difficult would it be to implement a noticable difference in speed for each %? Probably quite difficult depending on your max velocity.

Having a slider bar would be great for party adventuring as you could all tailor your speed to the slowest member of the group more acurately.

Morte
04-18-2001, 04:20 AM
It might be more useful to use increments of 5%. You're not going to notice a one percent difference anyway.

[Edited by Morte on 04-18-2001 at 06:24 AM]

Foxnix
04-18-2001, 04:46 AM
5% increments seems to make sense but again it depends on your max speed.

I think leaving it as single percent changes would be better and then not neccesarily showing a different speed but adjusting the stamina usage still.

But then the player would probably just tailor his / her speed to the slowest possible for the same movement rate.

Kintoun
04-18-2001, 05:49 PM
I just prefer a analog type slider over a digital one. Even tho visyally there will be no noticeable difference, the thought of having that much control over your speed would be nice. After all low level, your really just changing the value of a set number. So if we wanted we could have a .05% increments.

Shinta
04-18-2001, 06:02 PM
I think that a player should run faster after drinking a lot of water (for obvious reasons) and slower if he drank bad water and has, paradoxically, the runs. :)

Kintoun
08-22-2001, 11:10 AM
Digging this up in response to Nakhn's thought on player speeds.

*Bump*

Talka
08-22-2001, 11:45 AM
After reading this thread through, I can say three things:

1) I'm tired
2) Nobody answered Morte's question! Can we trip people?!
3) Wow... I'd just like to add thatthere will, of course, be spells which speed you up? Even though I'll be doing mostly fighting, I think I'll learn enough magic in order to cast speed boosts no myself. Maybe also a light-weighted spell, which takes out the factor of how much you're carrying/wearing.

--Talka

Nakhn
08-22-2001, 08:52 PM
Man, I don't want to read all this! Well the main thinsg that I want to see is that ppl will get differnt speeds, i hated UO where every one walked and runned at the same pace so no matter how dexteritous you are and how wieghed down they are you went the same speeds... I'll go through and read the posts now *sigh*

I know yall hate realism (well not hate) but this realism you wont be bothered by...

To set ppls pace we cahnge stride every time we hit 25% chance of breaking our bones.. So when you are walking and there is a 26% chance of your bone will break you start to jog, I think we should do this sept like 25 percent you goto a jog, 50% you goto a normal run and at 75% you goto a longer stride run... taht way its only 3 differneces and it makes biological sence...

Ok my attention span is too short to read all that but I did read some, and (I guess not too many ppl played UO) in Ultima Online you had stamina (which was stupidly directly related to your dexterity but taht's not the point) And it would fall when you ran and even walked depending on how much you carried, of course running drained it faster...

Dyson
08-23-2001, 07:39 AM
I really think the "Sliding Bar" idea is the way to go, and having a chance of getting your bones broken from jogging is something that shouldn't be included under any circumstances.

I hate to connect my disagreement of a post with a personal issue, but I really have to say this:

Nakhn, I know you may not mean to do it, but please stop insulting us in your posts. "yall hate realism" is no more true or constructive than it is grammatically correct, and it's just going to piss people off. Also, though reading every post is certainly not a requirement, I would postulate that it's general good taste not to bitch about the amount of posts on a thread- lots of replies mean that the subject is probably important to lots of people (and hence, you're disrespecting all of them by saying you don't think their opinions have any bearing on the issue, and you're just going to post what you think should be done without regard for what has already been said).

I'm always one to go out on a limb for underdogs on the boards, but you're really pushing it.

Kintoun
08-23-2001, 01:06 PM
Yes Nakhn, don't post your ideas on an issue that we all talked about when I took the time to dig up the ideas for you, yet you refuse to read it. 2 pages? Jesus man thats nothing. Refusing to read these makes your own ideas regurgitate our own. And it's a smack in the face to the rest of us when post your own ideas but not care about what ours were. Do you really even care about Arcanity?

Morte
08-23-2001, 07:14 PM
When there is a 75% chance your bones will break when you're walking you don't need to change your stride, you need a wheelchair and something to cure your calcium deficit. If you break your bones by walking, you probably have some genetic defect or a very strange diet, and although both are plausable from a biological point of view, I don't see why anyone in his right mind would put that in a game.

Getting back to the subject, the slider bar seems the best solution. In addition, the player could be given the option between said slider bar and a row of buttons with preset walking speeds (sneaking, walking, jogging, running, etc.). Those buttons could be made customisable as well. On a sidenote, should there be a visible stamina bar or should that be in the background, and if so, should it work with percentages of total stamina or actual number (like hitpoint in almost any game that uses them).

Lastly, about your inability to read more than three sentences at a time, both Dyson and Kintoun were quite clear on that point, so I won't repeat it here. Saves you the bother of having to read it all, or more realisticly, skipping it all and ramble about it.

Dyson
08-23-2001, 07:51 PM
Morte- good call on the Buttons. I like the idea of them being customizable too; a buff fighter's "sneak" could afford to be a lot less careful than a theif's or wizard's; allowing us to customize the buttons means further support for individual tastes, and that's always something to be aimed for.

Kintoun
08-24-2001, 05:08 PM
Yes the stamina bar should be visible. Especially since I believe that BHT will be using stamina for a lot more than just movement. Remember the mental stamina and physical stamina? Fighting, movement, taking damage, spells. These should decrease physical stamina.

Mephista
08-24-2001, 08:06 PM
What will mental stamina be used for (the FAQ doesn't say anything about stamina)? Will it go down when casting (certain) spells, will it be used to resist enemy spells, like magic resistance in AD&D? If so, will your mental resistance go down in the effort of trying to resist an enemy spell? Should such 'magic resistance' affect only targeted spells or also area effects like say a fireball (I always thought that was kinda dumb, being able to resist an oncoming wall of fire). Should it affect all targeted spells, or just those that actually affect the mind of it's target, like charms, and not your basic magic missile spell. Other uses for mental stamina i canthink of are affecting morale/fear level, so if it goes below a certain number, you run away screaming like a baby. And it can also affect how much pain you can endure, before you're seriously affected.

Kintoun
08-24-2001, 10:50 PM
When BHT spoke of it, they only linked mental stamina directly to casting spells I believe. But your ideas sound very viable too.

Nakhn
08-25-2001, 07:57 PM
I did read all of it tho... and you guys don't understand what i was talking about before, i was talking about animations for the movemnt... ppl kept on talking about how you didnt want too many animations and i was just sticking in something i learned in biology about postures....

BelDragos
08-26-2001, 01:19 AM
I have no idea where you got your info about people breaking their bones at a walk or run. That is not realistic unless you have a degenerative bone disorder. Our species would have died off before we had a chance to crawl. I have never read anything like this in a biology book. You may need to recheck your data.

Nakhn
08-28-2001, 03:18 PM
Bel, read the WHOLE thing... i did mess up some what but i never said ppl broke thier bones... i sasid chance which i ddint mean tho... when the bone is taking 25% of the pressure it can before it breaks we change walking stance...all animals do... so when you are walking fast enough you change stance... you aren't aware why and all but you do... for being such smart ppl there is alot you don't know... well now you do! one more thing you can add to your "i'll prolly never need this" list (sept i got to use it! yay for me!)

Kintoun
08-28-2001, 08:54 PM
None of us understood what the HELL you were saying because you have absolutely no skill in english at all. I know toddlers who have English as a sencond language who can speak/type better than you. So before calling us stupid read what you wrote yourself.

"25% chance of breaking our bones"

That is no where near the same thing as

"taking 25% of the pressure it can before it breaks"

"for being such smart ppl there is alot you don't know"

Get a life Nakhn.

Morte
08-29-2001, 07:27 AM
What I would like to know is how the pressure on the bones and apparently your stance is relevant in any way when determining your speed.

For example, my character is walking with a constant speed on a deserted highway. The additiobal pressure applied to the various bones goes from zero to a specific amount, and back to zero again. Since my speed is constant, that amount doesn't change. It only goes up when I accelerate. According to you, when the pressure becomes 25% of the 'maximum' (I have some issues with that, but those are not very relevant to the topic), I change my stance. Whatever. Who cares. It's a result of increasing my speed, as can be derived from my genuine physics model. It is irrelevant to the gameplay and therefore has no place in a discussion of how speed should be handled. If the game will have different stances, that's a graphical issue, and is not relevant to the gameplay aspect.

Nakhn
08-29-2001, 08:51 AM
Kintoun, i apologized for using the wrong word... and ppl still don't understand what I'm talking about. I'm talking about movment graphics dealing with stuff I learned in biology... you are all acting like I'm making it up. when each step causes any bone to take 25% of the pressure recuired to break your bone you change stance which then releaves the pressure to the bone bringing the pressure way down. you can look at any animal and see it, when your speed goes up so does the pressure which makes you change your stride/posture or whatever. (you know like walk to jog, jog to run, run to sprint... kinda, its easier to explain on like horses)

Also Kintoun if you would have read it you would have seen the comment and ppl not knowing much to not be offensive... you are still being prejudice about the nothing before...

Morte, I'm just trying to give some logical number for differnt movement graphics... just every one was argueing before about movment graphics. and the 25% and stuff is all estimated by your body, not exact, if you don't beleive don't blame me... I learned it at school. and the pressure happens when you step, it doesnt mean the pressure stays that high, ofcourse it goes back down when you step up. its when each step goes up to about 25% then it will change...

UBIK
08-29-2001, 02:12 PM
-----for those who dont wish to read what i have to say to Nakhn, go to the bottom of this reply-----

ok, nakhn, you have done it, you actually confused me beyond belief. I read this all last night and thought i read it wrong since it didnt make since. But i just read it again and i have to say "WTF?!?" I thought you just started school like most other people still in highschool, why the hell would you already be talking about bone/muscle fatigue in biology when you should be learning about cells/enzymes/ect...? i think i read something wrong but i doubt it. And i dont want to here any bullshit from you so if you are gonna reply to me on this, Personal Message me so we dont waiste other people's time.

Also, with 3d games, the lack of "Posture" in models is completely the lack of modeling experiance by the 3d artist -or- the lack of time/requests for that idea -or- the dev team thought not many people would notice and therefor the majority of players wouldnt get affected.

And now for the relevant stuff. I like your idea morte with the buttons and what not.

Kintoun
08-29-2001, 03:59 PM
A simple statement of "walk, jog, run animation" would have been fine. OR you could have just said "I like the original idea on this thread of having a walk, jog, run". OR you could have said I like Kintoun's offshoot with walk, jog, run, sprint with the slider bar" But instead you had to post before even reading the previous posts. Once again you just regurgitated what we've alrdy talked about.

Nakhn
08-29-2001, 09:39 PM
No no no, I stated many times I was giving numbers at which to change the look of the movement.. no one seemed to read that...

Dyson
08-29-2001, 10:46 PM
I think the confusion might be over particular words. My best guess is that Nakhn may be misusing "break" to relate to a threshold of load-bearing, rather than as actual trauma to limbs.

Nakhn, for now let's consider the issue dropped. You're welcome to explain it to any of us further via PMs (personally, I'd like to know what you're trying to say), but let's move this board discussion back on track- specifically, to Buttons.

Indigo
08-29-2001, 11:24 PM
I like the points the goddess brought up.. they are pretty fair and even.. but in the end when we party up and go cross country to storm the dungeon, wont we all be moving as slowly as our slowest member? ... ps weither or not a mage is in shape or out of shape becomes a mute point if he can cast a stamina regaining spell or a quick feet spell.

And once again we have fallen into the considering everything by a class basis again.. If I understand the system of point distribution we will be using.. to become really strong you would end up losing more than you gained.. after a certain point, every two points you give to strength is equal to one as it goes higher it might take three points of something else to make one and so on.... I suspect that most of us will end up in an area that makes us adverage with a slight bump in what we decide to specialise in...but if you are planning to do a meridian and bump your intellegence to one to raise your strength by 25 .. what you actually end up with is much less.. making you way dumb and not that much stronger:)..That example works for magic oriented types who give all their points to their magic.. they will be physically weaker, maybe not slower, but they wont be able to travel as long..

A sliding scale for rate would be cool but in the end would we all get sneak, walk , run ect ect?.If it were done that way, we have to go back to the origonal question of weither or not different races would move in all these forms at different rates... (I always thought a sneek would be a learned skill, not something you got automatically.)
But getting back to that origonal question.. yes I think different races should have different speeds of movement, and also different tolerances for movement that would require endurance, add in terrains, racial skills, encumberance, health, and magic... whew.. thats alot to program.

edit : but initially racial factors should set the curve of top speeds for each race, then all the other factors become contributors..does that make any sence at all?

BelDragos
08-30-2001, 03:02 PM
Finally somebody got around to expressing an opinion on my origional post.

Thank you Indigo

I feel that the movement rate should be devided into classes based on size. Dwarves should be small, humans are medium, and the lion race would be large. The medien could be set based off the medium class. Small would get a "-1" and large could get a "+1". This is based on leg length and stride.

There would be exceptions to this but it would be based on race. In AD&D there is a small class race that are called Quicklings that are very hard to see because of their speed. This is a magical racial adjustment because they were hasted as a race.

Kintoun
08-30-2001, 10:32 PM
Race should always come first. After all a fat rogue Ogre better not be as fast as a elven rogue. Yes we would all have the sneak/walk, jog, run, sprint. I classify sneak the same as walking, cause an untrained sneak is nothing more than a slow walk. Lets also not forget that a trained sneak would render a character virtually invisible. Knowing which shadows to sneak in, where to step, how to best use footing, etc. An in-game example would be that our '5 senses radar' would not as easily detect a trained sneaker vs someone walking.

As far as the rate of movement goes, as I orginally said, certain race/class combos SHOULD be able to run faster than others. Lets say a elf's top speed is 100. An ogre's is 50. So sprinting for an ogre is 50, whereas sprinting for an elf is 100. The walking range for a orge would be 0-5, where as a elf's walking range is 0-10. Movement rates would be considered a percentage instead of a hard set number. Even tho an ogre may have a larger stride, the elf can move at a faster walking rate in proportion to stamina and possibly dexterity.