[PnP] Navigation Woes

Choinski, Burton Burton.Choinski at matrixone.com
Fri Sep 29 13:49:38 CEST 2006


The attached file is a first attempt of mine to bring some "bite" back into the game for those players who don't bother to get the Navigation skill, yet insist on constant cross-country treks.

Navigation has always needed some love. Unless enforced somehow, why would players ever get this skill?  If you use the game mechanics, rolling dice for every move (Nav EL or less on 1d100) will get old real fast. The chart in the attached PDF is my first attempt and I'd like some comments on it.

Basically, I have gathered this together for my "legends" game tomorrow (and onward, I hope).  The group playing is my original 3 from 1983.  The characters were originally lost in Doom Manor, and new characters eventually rolled and we played until years later when everyone was broken up by college and such.*  We usually played with the map book in front of everyone, and we moved a marker in the book as they traveled.

Let me give an example of how it works.  You need to jot down the highest Navigation EL for the group, and also note the highest survival ELs for various terrains.  Roll 1d10 twice to get an initial spot (let us assume 
5-5, for this example).  Mark it with a sticky or something.

When they wish to move on the map, look at the current matrix spot (5-5 is "29 Left").  If their Navigation EL plus current terrain EL is greater or equal to the number in the spot (29), they move the intended direction.  If lower, they actually move one of the side directions -- Left means the hex-side immediately counter-clockwise, right means clockwise. "Straight" is the odd lucky chance they actually go straight.

In any case, move the marker on the navigation matrix in the same direction they actually move on the map (i.e. if they head south, move the marker "south" on the matrix.  Wrap around the edges as needed.

Obviously, you do not need to use the grid if you are following something (road, coastline).

Now this is a first try, so I am very interested in everyone's comments.  Thinking on it now, I suppose that you can optionally follow the edge of a terrain.






*My brother retained his old character sheet (the other two lost theirs long ago), so here is the scenario: It is now 22 years later in time.  The spell around Doom Manor expired (or was broken or something) and the swirl of failing magics and twisting powers resulted in the revival/recovery of the most powerful beings in the area (the three players).  The energies involved warped and twisted them and their minds, but they remain in the aftermath, alive, but butt naked to the world.

Since only my brother had his sheet, I when through and figured the point costs and characteristics.  Each player (including my brother) will have to allocate 10 attributes (20,19,18,17,16,15,14,13,12,11) before racial mods.  They have 225 points of characteristic increases, about 6000 in skill points (learn to EL0, improve from there) and 12000 CEP. 


_______________
Burton Choinski | Principal Software Engineer | ENOVIA MatrixOne
210 Littleton Road | Westford, MA  01886
Office: 978 589 4089 | Fax: 978 589 5903 | Cell: 508 843 7183
burton.choinski at matrixone.com
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-----Original Message-----
From: pnp-bounces at abroere.xs4all.nl [mailto:pnp-bounces at abroere.xs4all.nl] On Behalf Of Choinski, Burton
Sent: Thursday, September 28, 2006 7:43 AM
To: The Powers and Perils Mailing List
Subject: RE: [PnP] Rule 5B Movement Restrictions - Damage Reduction

Actually, I was considering this situation myself just recently for the "legends" game I'm running this Saturday (and hopefully once a month or so).

Back in the past we never used the rule, precisely for the reason you stated.  I was considering, for this go around, a simpler rule of thumb: lose a quarter of speed at each quarter of damage.  At 1/2 AHP, you are moving at half speed.  The fineness of MR reduction is too much -- I think quarters is granular enough to have them feel the impact (and show the difference with DTV* creatures).
 

_______________
Burton Choinski | Principal Software Engineer | ENOVIA MatrixOne
210 Littleton Road | Westford, MA  01886
Office: 978 589 4089 | Fax: 978 589 5903 | Cell: 508 843 7183
burton.choinski at matrixone.com
The information in this email and subsequent attachments may contain legally privileged, proprietary and confidential information that is intended for a particular recipient.  If you are not the intended recipient, you are hereby notified that any disclosure, copying, distribution, retention or use of the contents of this e-mail information is prohibited. When addressed to MatrixOne clients or vendors, any information contained in this e-mail is subject to the terms and conditions in the governing contract.  If you have received this e-mail in error, please immediately notify us by telephone or by return e-mail, and delete the e-mail.
 

-----Original Message-----
From: pnp-bounces at abroere.xs4all.nl [mailto:pnp-bounces at abroere.xs4all.nl] On Behalf Of Alex Koponen
Sent: Wednesday, September 27, 2006 7:44 PM
To: pnp at abroere.xs4all.nl
Subject: [PnP] Rule 5B Movement Restrictions - Damage Reduction

In my experience Rule 5B Damage Reduction of Movement hardly ever gets
used. The calculations necessary slow the game down just when one can
least afford to take time to deal with that distraction. Including a
Table of Speed reductions may allow Rule 5B to be used without slowing
the game down too much.

    This table shows how many hits must be taken to reduce PMR by 1.
Each multiple of this amount reduces PMR by another 1.
             Highest PMR
HPV     1   2   3   4  5  6  7  8  9  10  11  12  13  14  15  16  17  18 
19  20
1           1   1   1   1  1  1  1  1  1   1    1    1    1    1    1 
1    1    1    1    1
2           2   1   1   1  1  1  1  1  1   1    1    1    1    1    1 
1    1    1    1    1
3           3   1   1   1  1  1  1  1  1   1    1    1    1    1    1 
1    1    1    1    1
4           4   2   1   1  1  1  1  1  1   1    1    1    1    1    1 
1    1    1    1    1
5           5   2   1   1  1  1  1  1  1   1    1    1    1    1    1 
1    1    1    1    1
6           6   3   2   1  1  1  1  1  1   1    1    1    1    1    1 
1    1    1    1    1
7           7   3   2   1  1  1  1  1  1   1    1    1    1    1    1 
1    1    1    1    1
8           8   4   2   2  1  1  1  1  1   1    1    1    1    1    1 
1    1    1    1    1
9           9   4   3   2  1  1  1  1  1   1    1    1    1    1    1 
1    1    1    1    1
10        10  5   3   2  2  1  1  1  1   1    1    1    1    1    1    1 
1    1    1    1
11        11  5   3   2  2  1  1  1  1   1    1    1    1    1    1    1 
1    1    1    1
12        12  6   4   3  2  2  1  1  1   1    1    1    1    1    1    1 
1    1    1    1
13        13  6   4   3  2  2  1  1  1   1    1    1    1    1    1    1 
1    1    1    1
14        14  7   4   3  2  2  2  1  1   1    1    1    1    1    1    1 
1    1    1    1
15        15  7   5   3  3  2  2  1  1   1    1    1    1    1    1    1 
1    1    1    1
16        16  8   5   4  3  2  2  2  1   1    1    1    1    1    1    1 
1    1    1    1
17        17  8   5   4  3  2  2  2  1   1    1    1    1    1    1    1 
1    1    1    1
18        18  9   6   4  3  3  2  2  2   1    1    1    1    1    1    1 
1    1    1    1
19        19  9   6   4  3  3  2  2  2   1    1    1    1    1    1    1 
1    1    1    1
20        20 10  6   5  4  3  2  2  2   2    1    1    1    1    1    1 
1    1    1    1
21        21 10  7   5  4  3  3  2  2   2    1    1    1    1    1    1 
1    1    1    1
22        22 11  7   5  4  3  3  2  2   2    2    1    1    1    1    1 
1    1    1    1
23        23 11  7   5  4  3  3  2  2   2    2    1    1    1    1    1 
1    1    1    1
24        24 12  8   6  4  4  3  3  2   2    2    2    1    1    1    1 
1    1    1    1
25        25 12  8   6  5  4  3  3  2   2    2    2    1    1    1    1 
1    1    1    1
26        26 13  8   6  5  4  3  3  2   2    2    2    2    1    1    1 
1    1    1    1
27        27 13  9   6  5  4  3  3  3   2    2    2    2    1    1    1 
1    1    1    1
28        28 14  9   7  5  4  4  3  3   2    2    2    2    2    1    1 
1    1    1    1
29        29 14  9   7  5  4  4  3  3   2    2    2    2    2    1    1 
1    1    1    1
30        30 15 10  7  6  5  4  3  3   3    2    2    2    2    2    1 
1    1    1    1
31        31 15 10  7  6  5  4  3  3   3    2    2    2    2    2    1 
1    1    1    1
32        32 16 10  8  6  5  4  4  3   3    2    2    2    2    2    2 
1    1    1    1
33        33 16 11  8  6  5  4  4  3   3    3    2    2    2    2    2 
1    1    1    1
34        34 17 11  8  6  5  4  4  3   3    3    2    2    2    2    2 
2    1    1    1
35        35 17 11  8  7  5  5  4  3   3    3    2    2    2    2    2 
2    1    1    1
36        36 18 12  9  7  6  5  4  4   3    3    3    2    2    2    2 
2    2    1    1
37        37 18 12  9  7  6  5  4  4   3    3    3    2    2    2    2 
2    2    1    1
38        38 19 12  9  7  6  5  4  4   3    3    3    2    2    2    2 
2    2    2    1
39        39 19 13  9  7  6  5  4  4   3    3    3    3    2    2    2 
2    2    2    1
40        40 20 13 10 8  6  5  5  4   4    3    3    3    2    2    2 
2    2    2    2
HPV     1   2   3   4  5  6  7  8  9  10  11  12  13  14  15  16  17  18 
19  20
             Highest PMR
For those with higher HPV you may want to calculate out the amount
needed (HPV/PMR) to reduce PMR before battle. It might be worthwhile
having a place for this number on the character sheet.

Example: A character with HPV of 31 and highest PMR of 3 would be slowed 
down by 1 each phase after taking 10 points of damage, slowed down by 2 
after taking 20 points of damage and slowed down by 3 (to zero speed) 
after taking 30 points of damage. 


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