Author Topic: Running and keeping your Dex-bonus.  (Read 99 times)

MERC_1

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Running and keeping your Dex-bonus.
« on: November 18, 2018, 07:18:39 pm »
I am following the action currently going on in Gamemasters' Sandbox: Assault on the Trenches.

I think I had missed the part about losing your Dex-bonus to Ref-defence when running. Is there maybe some feat or talent that let you retain said bonus when running?

I know that you lose the Dex-bonus when climbing, at least unless you have the feat Increased Agility, something that we don't see very often on a PC or NPC. Speaking of said feat, it increases your swim speed by +2. How does that work out? Lets say I have a base speed of 8, then I can swim a quarter of that 2 squares as a move action if I add the +2 from Increased Agility I can move 4 squares as a move action? That is 8 squares as a double move! Now with a full round action I can move half my speed, thus 4 squares, add a +2 from Increased Agility to gain a full speed of 6 squares. I'm better of double moving then... I say there is something fishy with that swim speed!

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StevenO

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Re: Running and keeping your Dex-bonus.
« Reply #1 on: November 18, 2018, 09:53:56 pm »
You know, I believe a character probably should lose the DEX bonus when running but I also know that when I look under the RUN action it doesn't say boo about it.  It's probably one of those buried rules right next to the feat or talent that would let you keep in when you Run.

When it comes to precedence I'd also compare it to the vehicle's "RUN" which is all out movement.  Both are x4 speed in a straight line as a full round action so it makes perfect sense that they'd share other mechanics (losing DEX) as well.

As for Increased Agility we first should remember it is a 2nd tier feat and indirectly has STR 13 and CON 13 as requirements.  Now the dirty way to look at that +2 speed is to say it applies to your BASE speed before you convert to the relevant movement type; of course that only works with Climb and Swim  where your rates are based on your base speed;  Full Round = half normal move speed, Move Action = quarter normal move speed presumably rounded down.  Of course that crashes down on Jump which doesn't care about your base speed and honestly I think +2 squares in vertical distance is beyond bonkers.  I'd be very inclined to house rule that feat as a +5 (named?) bonus on your Athletic skill checks; this makes Accelerated Climbing with a "normal" DC and I think there may have a Swim alteration somewhere similar plus it helps with Jump without being so crazy.
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sienn_sconn

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Re: Running and keeping your Dex-bonus.
« Reply #2 on: November 18, 2018, 10:10:01 pm »
You know, I believe a character probably should lose the DEX bonus when running but I also know that when I look under the RUN action it doesn't say boo about it.  It's probably one of those buried rules right next to the feat or talent that would let you keep in when you Run.

Endurance skill, page 66.
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StevenO

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Re: Running and keeping your Dex-bonus.
« Reply #3 on: November 18, 2018, 11:30:06 pm »
...

Endurance skill, page 66.

Like I said, buried under something else.  Guess it does help put more content into the SWSE books but you've just got to find it!
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MERC_1

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Re: Running and keeping your Dex-bonus.
« Reply #4 on: November 19, 2018, 04:10:39 pm »
[...] I think +2 squares in vertical distance is beyond bonkers.  I'd be very inclined to house rule that feat as a +5 (named?) bonus on your Athletic skill checks; this makes Accelerated Climbing with a "normal" DC and I think there may have a Swim alteration somewhere similar plus it helps with Jump without being so crazy.

I agree with you that 2 squares in vertical distance is nuts. That would work for a horizontal jump though. I would reduce that to half a square for a vertical jump though, as you basically jump one fourth as high as long in SAGA. This is actually equal to a +9 bonus.

StevenO

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Re: Running and keeping your Dex-bonus.
« Reply #5 on: November 19, 2018, 05:19:43 pm »
[...] I think +2 squares in vertical distance is beyond bonkers.  I'd be very inclined to house rule that feat as a +5 (named?) bonus on your Athletic skill checks; this makes Accelerated Climbing with a "normal" DC and I think there may have a Swim alteration somewhere similar plus it helps with Jump without being so crazy.
I agree with you that 2 squares in vertical distance is nuts. That would work for a horizontal jump though. I would reduce that to half a square for a vertical jump though, as you basically jump one fourth as high as long in SAGA. This is actually equal to a +9 bonus.
Another thought when it comes to jumping is the feat let you treat every jump as if you had a running start; considering DCs without that start are twice as high that should be a very significant boost.
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MERC_1

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Re: Running and keeping your Dex-bonus.
« Reply #6 on: November 19, 2018, 06:00:15 pm »
Another thought when it comes to jumping is the feat let you treat every jump as if you had a running start; considering DCs without that start are twice as high that should be a very significant boost.

Yes, that can be a big boost. However, it does nothing when you do have a running start. Also, it is of no help if combined with Surge, as using the surge power counts as a running start for determining a Jump DC. Or was that just a common house rule? What about the use of a DP for surge, also a house rule?

StevenO

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Re: Running and keeping your Dex-bonus.
« Reply #7 on: November 19, 2018, 06:14:07 pm »
Another thought when it comes to jumping is the feat let you treat every jump as if you had a running start; considering DCs without that start are twice as high that should be a very significant boost.

Yes, that can be a big boost. However, it does nothing when you do have a running start. Also, it is of no help if combined with Surge, as using the surge power counts as a running start for determining a Jump DC. Or was that just a common house rule? What about the use of a DP for surge, also a house rule?
Spitballing ideas while maybe trying to stay somewhat close as I've never really given Increased Agility much thought.  For the Climb/Jump parts I think having the base speed count as being boosted to calculate the new special speeds works but Jump is a bit of a question.

The DP Enhanced Surge Power, now THAT is truly something terrifying with the "laws of physics" that it enables to be broken.
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MERC_1

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Re: Running and keeping your Dex-bonus.
« Reply #8 on: November 19, 2018, 06:39:49 pm »
The DP Enhanced Surge Power, now THAT is truly something terrifying with the "laws of physics" that it enables to be broken.
Sure, that pretty much breaks the laws of physics in half. But is it actually in the second printing of the rules? Or is it just a piece of Hose Rules. I know for sure it is not in the first printing, errata or FAQ.

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Re: Running and keeping your Dex-bonus.
« Reply #9 on: November 19, 2018, 06:46:02 pm »
The DP Enhanced Surge Power, now THAT is truly something terrifying with the "laws of physics" that it enables to be broken.
Sure, that pretty much breaks the laws of physics in half. But is it actually in the second printing of the rules? Or is it just a piece of Hose Rules. I know for sure it is not in the first printing, errata or FAQ.

The DP enhancement to Surge?  I believe it's in the errata (see something saying DEC 2) and should be in the 2nd printing (I'd need to dig out my extra copy to find out for sure but that's my "spare" which I want to keep its copper color.)
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MERC_1

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Re: Running and keeping your Dex-bonus.
« Reply #10 on: November 19, 2018, 07:28:04 pm »
OK I found the paragraph in the errata now:
Quote
p. 100 – Surge
The surge power should be a free action, not a swift action. Add the following sentences under Special: “Using the surge power counts as a running start for determining a Jump DC. You may spend a Destiny Point to gain an additional 4 squares of movement; when you do so, you may also use any and all movement for the round as a part of a jump (no Jump check required).”

Especially combining this with the Run action, you could jump 48 squares or more straight up!