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Mano a Mano:Hack and Slash
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==Movement== Characters move continuously in a real-time game. Movement determines how fast characters move. Movement can be converted to meters per second by dividing a character's movement by the duration of 1 turn. ;Damage Penalty :You might change the effect of damage on movement to make escape easier, to simplify the game, or to fit a set of animation. Characters might move more or less than half their normal speed when damage plus stun is more than half of their health. Or they might continue moving at full speed until completely incapacitated. :For example, suppose a character has animation for running about 12 miles per hour and walking about 3 miles per hour (one quarter of the running speed.) The character may start walking instead of running when they are badly injured - 1/4 of their maximum ground speed instead of half. You might also decide to only impose this penalty when damage plus stun is more than 3/4 of the character's health. (The damage plus stun required to slow a character's movement does not have to be the same as the damage plus stun required to limit a character's actions.) ;Simplifying Movement :You may want to limit the number of different speeds characters can move to simplify the game, or characters may need to move at speeds that fit a set of animation. Movement is affected by movement abilities (and the lame disability), speed and encumbrance. :*Speed can be set to whatever you want when designing templates. :*Movement abilities can have a (level) limit of 0 so all characters of a given template have the same movement. Another possibility is only allowing specific levels of abilities or disabilities. If you only have running animation and walking animation which is 1/4 the speed of the running animation, then you might allow the lame disability at whatever level should reduce a character's movement to 1/4 of normal. :*Encumbrance might be ignored completely, or you might only apply encumbrance when the character passes certain thresholds. You might slow the character from running to walking when they carry more than twice their CC. Then you could make the character unable to move at all when they carry more than 5 times their CC. You might not allow the character to pick up more than a certain multiple of their CC. ;Movement as Stamina :Instead of having movement affect how fast characters move, you could treat movement as a kind of stamina. Instead of the number of meters the character can move per turn, movement abilities could be the number of turns the character can move fast until they have to slow down and rest. This is an extra constantly-changing value to track, but that is the sort of thing computers do well.
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