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Tuesday, February 18, 2025

DF Felltower: Tiger Sprint, Haste, and Serenity.

Our current martial artist PC did a lot of running around last session. Questions came up - not relevant at the time - about Tiger Sprint from DFRPG Adventurers, pg. 31.

Here is how we'll deal with it in DF Felltower.

First, although DFRPG doesn't show you under the hood, this is Enhanced Move with a Chi limitation (-10%). Thus, when we need rulings, especially with how it interacts with the non-DFRPG Power-Ups in other, GURPS DF sources, we'll have to go back to how it was built in GURPS before becoming a rules-lite version of itself.

It doesn't affect Basic Speed, Basic Move, or Dodge. It only works when Sprinting - from the second consecutive Move maneuver where you use all of your movement points to travel "along a relatively straight, smooth course" (p. B52).

How does this interact with . . .

Serenity (Pyramid 3/61, p. 12)? This improves DX, which improves Basic Speed, and thus improves Move before multipliers. For reasons mostly due to hating impenetrable defenses, I don't have any plans to allow the optional version of Serenity that affects Basic Speed. My post on the matter has been amended to make that clear.

Sprint Bonuses are a final add, and Tiger Sprint is used instead of the listed bonuses . . . taking the +20% for sprinting (min +1) to +50% and +100%. But DF Felltower doesn't use Sprinting. To be perfectly fair, this should increase the price of Tiger Sprint to 10 and 19, respectively, with a 1-point perk to cover allowing a non-used rule to apply. I won't do that.

Haste? Haste adds to your final numbers. We've been playing with Haste for a while and I have it add to your final numbers. If it adds to your base, then encumbrance should affect it. Have Move 6 and medium encumbrance? That's 6 x 0.6 = Move 3, and you get Haste +2, you're at Move 5 in DF Felltower. If it adds to the base, then it's 6 +2 = 8 x 0.6 = Move 4. No one liked that, so we don't do that. As a result, this also means that things that multiple move multiply your base, and then Haste is added afterward. This includes all similar effects from magic items. Speed elixirs do add to your base, as it specifies increasing Basic Speed, which then affects calculations down the line. So, Haste +2, for example, will add +2 to the final move after multiplying.

Some notes on all of this:

- This will not apply to Move and Attack. DFRPG Exploits, p. 33 is very specific about calling out Move and Move and Attack for how movement works. It then only references Move, not both Move and Move and Attack, under "Three-Minute Miles" and Sprinting on the same page.

I take that as sufficient evidence that you cannot "sprint" and do Move and Attack together.

- You must use all of your movement points for this; if you miss using your full movement points the sprint bonus ends. This may end up with seeming oddities like being able to run 18+ in one second or only half of that, not in between, but it's not unreasonable to have your weird Chi power only work under specific circumstances. If it bothers anyone sufficiently, it's probably better to save your 9 or 18 points and spend it on straight-up and more versatile Speed and Move.

- Although you can technically run in a circle with "forward movement," Exploits and Basic Set also say that when running away you only get a sprint bonus for "A straight, clear course (not twisting tunnels)" so I'll be harsh on attempts to zig-zag to keep speed up or otherwise min-max a sprint bonus.

- Perception rolls at speed will be penalized by your own speed on the Size and Speed/Range Table. It's hard to scout while running full speed.


I'll modify this post if anything changes or additional qualifications or notes need to be added.


These types of posts are fun, but this took a few hours of on and off writing, reading, and cross referencing. That's all for a movement powerup that someone may or may not take, and may or may not use. That's why I don't write as many as I used to back when I worked many less hours per week!

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