Step

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A Step is a movement action that a character may take as many times as desired, during each combat Round, as long as he can pay the Action Point (AP) cost.

Step is not considered a Move Action, because characters are somewhat limited in the number of Move Actions they may take per combat Round (usually, the third costs Fatigue, the fourth costs a lot of Fatigue), but are not limited in this regard with Steps.

On the other hand, Move Actions are more efficient, in terms of hexes per AP.

Contents

The Step

Each Step is 1 hx in distance, and normally costs 1 action Point.

The "cost" of a Step is given in the Fleetness table. Usually the cost is 1, meaning 1 AP per hex, but for low Fleetness values the cost may go up to 2 or even 3 AP per hex, at which point Move Actions end up becoming more efficient in terms of hexes per AP.

High or low Fleetness values

For high Fleetness values, the "cost" may be stated as 0 or even a negative number. This means that the character gets a number of free Steps per Round, these not costing APs, equal to 1-"cost", thus 1 free Step or a value of 0, 3 free Steps for a value of -2, 6 free Steps for a value of -5, and so forth. Steps after these free Steps cost 1 AP each.

(Perhaps it is simpler to write the number of free Steps in paranthesis, like (1) and (2) and (3) instead of as a negative number that requires arithmetic, even if it is very simple arithmetic with very easily memorizable results, to be performed?)

Extra free Steps

Sometimes magic gives the character free Steps, e.g. powerful Body Magic Spells. These add on top of any "natural" free Steps the character may have, but are lost if the character's Fleetness is such that the cost per Step is higher than 1 AP. (In general, it is a usually bad idea to cast spells such as Energize on characters who are heavily armoured or oherwise encumbered, and it is always a bad idea to cast Spells such as Haste on such targets.)

Advice

Steps are nice, but usually Move Actions are much more efficient. You have a limited number of APs per Round, and you'll want to use those APs as efficiently as possible, by Running and Charging when possible, or Walking when faster movement isn't safe, and only Stepping when you've exhausted your two Move Actions per Round (because usually the 3rd costs 1 FP, and the fourth costs 3 FP, and you want to conserve your Fatigue Points).

Stepping is in no way safer than Walking. Both methods of locomotion are equally safe or equally unsafe, with regard to unsure footing, such as slippery surfaces and similar.

However, if the distance is only 1 hex, from where you are to where you want to be, then by all means do take that Step. A Walk Move Action is likely to cost at least 3 APs, more likely 4, so take the Step already, close the distance.

The same goes for Charging, in some cases. If the target is only 1 hex away, do the arithmetic, and remember to take into account your character's Martial Arts and any magical effects affecting you. Maybe you're a Charge expert? If so, Charging may well be more efficient, compared to the AP cost of a 1-hex Step plus the AP cost of an attack. But if you're not a Charge expert, then Step and Attack is likely to be better. Charging also costs FP, which you may prefer not to have to spend.

Please note

Nothing to add here, for now.

Mini-FAQ

Put in sub-sections (three ='s) each containing multiple Q&As, and insert a blank line between each individual Q&A.

sub-section

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The world

This section omitted, since it's a core concept of Human pedestrian mobility.

Design Notes

Movement mechanics are tricky, when combining an Action Point subsystem with a grid-based map (using hexes instead of squares makes no difference, except solving the problems of diagonal movement and randomized directions), because the various options must be inequally efficient, all the while taking individual differences into account. The last part is the real trick, and most other systems blatantly disregard differences between individuals.

Quick mini-glossary

  • Action Point, AP
  • Move Action
  • Hex, hx
  • combat Round
  • Charge
  • Fatigue Point, FP

See also

Links to movement rules, Initiative Roll rules, Action Point article.

Table to use

A B C
1 2 3
4 5 6
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