Revised Speed

Like Physical Beauty, Speed is a relatively easy attribute to adjust so it makes more sense. Frankly, having (running) Speed be an independently rolled attribute never made much sense. (Flying speed on the other hand would involve more factors, so it's beter just to leave alone.)

New Way to Determine Speed Attribute:
Spd. = P.S.+P.P./2

Of course this does raise the question of how this affects other things, as the Speed "attribute" is "...a character's maximum running speed." Well, obviously, nothing is essentially changed, as far as this stat measuring a character's running Speed. I should note here, that I don't use the outdated (despite some people's attempts to have it restored) dodge bonus for the Speed attribute, as; A) It's ridiculous to give a character a universal dodge bonus simply based on how fast they can run and B) I use a different method for speed modifications to dodge anyway.

Swimming Speed

What is a more important consideration for the Speed attribute though, is SWIMMING SPEED. With several different rates and rules already given for swimming speed, some of them which don't make much sense, the question becomes what should be done to determine a character's swimming speed?
The existing rates vary, so we'll do a short coverage of the existing rules here:
ATB2: P.S.x3 in yards/meters per melee round (swimming skill), P.S.x4 in yards/meters per melee round (advanced swimming skill*), P.S.x5 in yards/meters per melee round (for naturally aquaatic life forms, including mutant fish, frogs, beavers, ducks, muskrats, otters, and others).
BTS2: P.S.x3 in yards/meters per melee round (swimming skill), P.S.x2 in yards/meters per melee round (SCUBA skill).
HU2: P.S.x3 in yards/meters per melee round (swimming skill), P.S.x2 in yards/meters per melee round (SCUBA skill).
N&S: P.S.x3 in yards/meters per melee round (swimming skill), P.S.x10 in yards/meters per melee round (SCUBA/advanced swimming skill(s)**).
PF2: P.S.x3 in yards/meters per melee round (swimming skill).
Rifts (RUE): P.S.x3 in yards/meters per melee round (swimming skill), P.S.x2 in yards/meters per melee round (SCUBA skill).
Cannon Running Speed for Comparitive Purposes: Spd.x20 in yards/meters per minute; Spdx5 in yards/meters per melee round.
*Note: Does not include the +3D4 bonus to swimming speed the skill provides.
**Note: In N&S Swimming Advanced and SCUBA are both skills, listed together (as Swimming Advanced provides training in SCUBA), but with slightly different details, which overlap. Of key note is that no skill percentage is provided for Swimming Advanced, and the bonuses listed for SCUBA apply to Advanced Swimming (including the +3D4 bonus to swimming speed, not applicable to the above rates).

Some real world numbers are needed for the next section:
Men's World Records
Distance Aquatic* Running Ratio
100m 47.84s 9.74s 4.91
200m 1:43.86m 19.32s 5.38
400m 3:40.08m 43.18s 5.10
1500m 14:34.56m 3:26.00m 4.25
*Freestyle swimming
Ratio represents how much faster running is than swimming (rounded to the nearsest hundreths. Overall average ratio is 4.91.
Source: Wikipedia world records.
Overall Note: I only dug up men's records for the events, simply because the ratio should be the same for men and women, and it's easier to only dig up one set of results.

In general, this data shows us that running will be, on average, five times (5x) as fast as swimming. However, it does lead us to our next problem. What stats should be used to generate swimming speed. Personally, I have no problem with the existing system of using P.S. to determine swimming speed, insofar as it's a simple system, easily used. However, since we already modified running speed to be based on P.S.+P.P./2, and we've established that running speed is roughly five times as fast as swimming speed (keep in mind that the runners who established their records didn't also establish the swimming records, so and absolute equivalent between running speed and swimming speed, for the same person, isn't established; not to mention that just because a person can run fast doesn't mean that they can swim fast, and vice-versa), we should probably keep the new Speed attribute and just establish a different multiplier for running and swimming. Especially as this keeps things relatively simple as far as game mechanics are concerned. As I have no problem with the established Spd.x5 multipler (for melee rounds) used in running, and it works great given the data above, it should be kept, insofar as it's a fairly realistic, and easy to use multiplier.
Therefore, based on our data, swimming speed should be Spdx1 in yards/meters per melee round (Spdx4 in yards/meters per minute). Fairly simple so far, however, with advanced swimming and/or SCUBA providing a different rate for swimming, and certain races natural ability in the field, there are some additional considerations. Additionally, the only data for swimming speed is provided only IF the character has the swimming skill. In otherwords, there's no baseline for characters' swimming speed if they don't have the appropriate skill.
To address these additional issues, I'll cover varying modifiers which should be fairly appropriate (all multipliers given for yards/meters per melee round):
Untrained Swimming: This is fairly simple, the character can attempt to swim at a swimming speed of Speed/2. The base chance of successfully swimming is a paltry 20%, adjustable as the GM sees fit (for instance, the GM could instead use P.P. as the percentage, modify the base percentage based on P.P., or come up with an entirely unrelated method).
Advanced Swimming: To keep this simple, I recommend an adjustment to the multiplier for Swimming Speed. Either Speedx1.5, just to keep things simple.
SCUBA: Swimming underwater is different than swimming on the surface, which changes the multiplier...
Amphibious Characters: Because the races and mutations are more adept at swimming, their base swimming speed should be at least Spdx2, though I recommend keeping the multiplier at Spdx5, simply because such characters are going to move MUCH faster in the water.
Aquatic Characters: Because water is their natural environment and their typical locomotion is swimming, I recommend a multiplier of Spdx10 (though for fully aquatic characters, I would recommend reducing running speed to Spdx2, keeping the (reversed) ratio at 5:1).

Of course, to a larger degree than running, artificial aids will have an impact on speed, so I should probably include modifiers for those as well:
Basic Swim Fins: Increase the multiplier of swimming speed from (untrained) Spd/2 to Spdx1, (swimming skill) Spdx1 to Spdx1.5, and (advanced swimming or SCUBA) Spdx1.5 to Spdx2.
Mono-Fin: Increase the multiplier of swimming speed from (untrained) no effect - as it requires training, (swimming skill) Spdx1 to Spdx2, and (advanced swimming or SCUBA) Spdx1.5 to Spdx3.
Basic Fins & Webbed Gloves: Increase the multiplier of swimming speed Spd/2 to Spdx1.5, (swimming skill) Spdx1 to Spdx2, and (advanced swimming or SCUBA) Spdx1.5 to Spdx3.
Mono-Fin & Webbed Gloves: Not usable together due to the method of swimming.
Diving Weights: Used to change buoyance effects of swimming underwater, no modification at this time.
Diving Suit, Wet: Used to change buoyance effects of swimming underwater, no modification at this time.
Diving Suit, Dry: Used to change buoyance effects of swimming underwater, no modification at this time.
Diving Suit, Semi-Dry: Used to change buoyance effects of swimming underwater, no modification at this time.
Buoyancy Compensator: Used to change buoyance effects of swimming underwater, no modification at this time.

Skill Modifications to Speed
You know, I really have no problem with the existing bonuses provided to speed (running or swimming) from physical skills. Nothing to change here.


Hosted by www.Geocities.ws

1