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Re: [HoE] [HOPPLER] Junker Questions



>For those of you who want a jumping mechanic, I suggest adding a new
>Nimbleness based skill called...ta-da... jumpin'. (I'd give the Kid a 5 in
>this skill).
>

While the jumping mechanics are nice, the question I would have is, does it 
(or could it) have some kind of combat effectiveness, as the story implies?  
It doesn't seem to be superior to normal movement (nor should it).  I could 
see it substituting for Dodge...but since it's Nimbleness, and Dodge is 
Nimbleness (right?), there doesn't seem to be much point.

But the guidelines are appreciated for jumping in general, whether it is 
used unskilled, a simple Nimbleness skill, or if we adapt it is as a skill 
unto itself.

Thanks.

>The base TN for most jumpin' attempts is a 5. This can be modified by the
>Marshal as he sees fit due to bad footing, differences in height between
>takeoff and landing sites, etc. The distance a hero can jump is based on 
>his
>Strength die. Each raise on the jumping roll adds distance based on the 
>type
>of jump being attempted.
>
>							Distance
>		Per raise
>Vertical						Strength die/4  feet
>	1/2 foot
>Standing Long Jump		Strength die/2  feet		1 foot
>Running Long jump			Strength die	  feet	 	2 feet
>
>
>Sincerely,
>
>John Hopler
>Pinnacle


---

Steve Crow

"Worm Can Opener Extraordinare"

Check out my website at:  http://www.geocities.com/Area51/Stargate/4991/


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