We are using Agility tests to running that doesn't take too long (maximum of 5 rounds) and Toughness tests to running that takes longer than that. Of course it is unusual that a character has to test simply for running. It is necessary to do so only if there's a real serious time issue, the scene is too dramatic to simply calculate distances from the Move characteristic, or it is a testing experience in general for the character. To run at a constant or forced speed for long would require one (or more) Toughness test to see if the character is able to keep the speed, do it in some period of time, or even be able to run the whole length. And all that will probably be with varying difficulties (running long at the highest speed a character can asks a lot of the character´s lungs, for example).
In the case of a Chase, these tests are always opposed. As the Narrator (a dramatic way of saying Game Master, thank you), I don't like to resolve tense scenes basing the outcome only in fixed numbers. So I suggest a modifier of +10% to a character for every point in the Move he has above the character with the lowest Move. If there are more than one character involved, for instance, take the lowest Move characteristic and give a proper modifier to everyone else.
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