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For everyone not enjoying the math, here's a simplification: the Speed attribute converts DIRECTLY to feet per second. This can remove a lot of needless calculations. the other thing to consider is the following
APM = Seconds per attack/action
2 = 7.5
3 = 5
4 = 3.75
5 = 3
6 = 2.5
7 = 2.14
8 = 1.88
9 = 1.66
10 = 1.5
approximating, you can use:
2 = 7
3 = 5
4 = 4
5 and 6 = 3
7, 8, 9, 10 = 2
>10 = 1
Why do I mention any of this at all? Now, this is all personal preference, but I think it makes sense and still goes with the spirit of the rules. Given your above situation, you really should be looking at your "Slow" guy - the one with only 4 actions per melee. It's going to take him nearly 4 seconds to act - which means "speedy" (assuming he has initiative - this is how you keep it relevant) may be able to get there in time. Take his speed, multiply by 4 (the amount of time it takes the SLOW guy to act), and see if it's less than the distance between them - if so, have speedy run up and mark off whatever number of actions it's going to take away from his total (if he's at half the distance or less, I'd say only one to run up; more, and id' take 2 of his actions, since we're going off of time here.) You see similar things happen for actions like power punches, etc, where the action may "take" more than one of your APM, but it is vague as to when these actions are used - before, after, or from the total.
I feel this keeps to the spirit of the rules in that Speed is Speed and distance is distance, and you shouldn't penalize a character for advancing. For those number crunchers, it makes sense because it's accounting for the same amount of time each is using to perform their desired action, and for the purist, it's giving Speed and Initiative their do, without requiring combat phases or other schemes. And for the casual gamer, it's rather easy to figure out in one's head - little math required.
Opinions?
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