What interests me about the walking problem is not 'normal use' walking
(which would always be an automatic success), but those occassions when a
hero is under pressure (or encumbered in some way) and the dramatic logic
(or narrator's twisted sense of humour) call for it. Take these two
examples:
To me these are classic examples of people fumbling an ability which no-one is supposed to even fail at. There is no hostile force (no-one is trying to trip them up), they are their own enemy.
IMO these should be modelled as a straightforward ability test in walking with a big penalty. A special case rule like 0w2 doesn't seem necessary to me. If people have an inate walking ability of, 10w1 or 15w1 for example, then everything fits into place. Under normal circumstances they automatically succeed (i.e. no roll is necessary); when under pressure but without big penalties they may stumble occasionally (fumble bumped to fail) - to me a failed walk is a stumble not a fall; but when under considerable pressure and with big penalties they may well fall over.
Criticals are much less important, although perhaps a critical walk would have given Garrath extra credibility when he gave the chief his news...
Any thoughts anyone?
-- Ian Leake, www.ianleake.net
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