Strenght
Dexterity
* taught from another wizard, monster, spirit or magical powered entity. The teacher must be usually convinced to or befriended, and might put you on a test of worthiness first.
Both sides roll surprise if they are even able to surprise, needing a 5+ in 1d6. If both succeed, no surprise happens.
Distance is slightly abstracted: If a side has surprise, they are as close as the scenario allows and get a free turn (the other side gets no actions). With no surprise, both sides are generally aware of the other, and are as far as it makes sense in context.
After the surprise turn, or if there is no surprise, the side with the single member that has the most HD has the initiative (on a tie, the contestant that carries a sword acts first, else randomize it). After all its integrants have their chance to act, the other side acts. Certain things allow reactions: for example, if you are walking towards a target, anyone with a readied bow can make an attack against you during the way. This consumes the bowmen's turn.
When it is uncertain, I roll monster reaction (I prefer to call it "disposition") in secret, with low numbers being bad. When it comes to the bestiary, I will write specifically what good and bad means for every monster: for example, Wargs that roll low are food deprived and will attack even when the numbers are disfavorable; while an average roll means they will only attack if they are more powerful; but will stalk the party anyways to see if they can catch a stray member.
Combat goes with people taking chunks of life, step by step and critical through critical.
BUT HOW DO I MAKE ATTAKK
You roll some d6 and must get the target's AC or more:
No armor is AC3
Light armor is AC4
Heavy armor is AC5
Having four HD or more gives you +1 extra AC
Wearing a shield has 2 in 6 chance to negate any attack (non fighters actually have 1d6 chance but they don't use shields normally)
Normally characters roll just 1d6 for melee at level 1, but you get extra melee attacks at 6, 10 and 14 HD. Ranged attacks improve only through specializations.
For each d6 that hits, you deal 1 damage, or more if its a critical hit (a 6)
Damage scored on critical hits depends on weapon (here is the complete weapon list). The quick version is that small weapons such as daggers deal 2, one handed swords deal 3 and two handed weapons deal 4.
Enter table:
This table compares the damage output done by a normal BX fighter in each level, with a dagger, a sword and a "d12 weapon". I know that two handed weapons deal 1d10 but to make up for it, this fighter doesn't have any strength bonus (rare in a fighter) This serves to give me a general idea of how accurate is the damage per turn to the original with the new system. The numbers are percentages of damage done, taking a d4 hit dice and a d4 damage as the base. This means that a 100 would be the damage output of a d4 weapon that somehow ALWAYS hit. Whenever there are two numbers, the second indicates the damage percentage done if the wearer carries a shield (stastically tallying damage by a third unless something weird happens)
By comparing numbers, we can see that damage for each type of weapon is similar at the beggining, but that if I try to mash four attacks into a span of 14 levels, the damage will explode bestially in the end. I don't know if that can be a problem yet, the highest PCs are level 4 by now. Monsters also use the same progression, so in that way, its even.
When PCs get to 0 HD they get a save vs death: on a 4 they are unconscious and need medical help, on a 5 they are wounded with a disadvantage to most actions, and cannot save like this until healed; and on a 6 they are just fine and able to save again indefinitelly.
Named NPCs and leaders do get this save too; random monsters do not. Normally the rule is that if an enemy lives enough time for the players to know their name or backstory, it gets a save vs death. More on saves later.
Being mounted on a horse reduces critical hits from footmen attacks by 1, unless the footmen use polearms.
"Unhittable creatures" such as spectres receive only damage on criticals (1 damage) unless the weapon is blessed or is magically suited for the monster in question.
Resting rules are constantly changing and haven't settled yet. 2d6 take worst, and recover that many HD is the current way. This way I can introduce degrees of "resting", such as roll 1d6 instead if they are in a confortable inn or something.
SAVING THROWS
Traps, dragon breath and spells need a 6. Kobolds get an extra die for this category.
Paralyzation, poison and death ray need a 5+
Death at zero HP needs a 4, 5 or 6 for unconscious, wounded and unscathed respectivelly.
Level 1 characters have 1 saving die; and get more through leveling.
MORALE
Morale is used by the book sometimes, but the most times I just make a new reaction roll after significant damage or intimidation, and interpret it.
Beginning the adventure
Right now, all the characters just pick any equipment they want as long as they don't start encumbered AND its common use items (any weapons, any food, armor, utensils, etc. No smoke bombs or potions obv). I don't want to make a new character go through a shopping session in their first day. Not only that: they all start without money, they are assumed to have spent every single coin in their current gear.
However, I'm on the process to make a random equipment table (will edit when I do). The reasons?
- Its even faster than choosing equipment.
- I don't want the players to take decisions before the game starts. Much more if its their first session and they dont know the world yet.
- You can still pick an specific item via your profession's item (see previous entry on that)
- I want sub-par results. I want warriors without armor or weapons; I want kobolds without food. This gives level 1 characters an immediate pursuit (find their missing item) before the dungeon is even presented. Finding appropiate gear is emergent gameplay that is very suited to level 1 peoples.
If the players are seasoned, its OK to start in a base town; if they are noobs, I'd rather spare that and put them on the entrance of a dungeon, and conveniently remember them that there is a nearby base town only once they have crossed the entrance: then spend the first session showing them the basics of exploration, combat, game workings, etc.
Whenever they march through a door or corridor, ask who goes first. Then ask who carries the torch or torches, as many times you feel like. This simple questions set the mood very quickly
There will come a time in season 3 or 4 where they have some money and make big spend (supplies, retainers, etc) but they will make it with better wisdom once they know the water they thread.
When speed is a factor, characters roll their Movement die; which is:
1d6 for normal characters
1d6 take worst for encumbered characters, or monsters with speed of 30' per round or lower
1d6 take best for characters that are somehow faster, or monsters significativelly faster than 40' per round.
On a pursuit, both sides involved make a contested roll (separatelly or as a team, depending on whatever I feel). On a tie, the relative distance is kept. After one round of fruitless pursuit, a flying prey is in the air, a fast animal such as a horse has galloped away, and a fleeing man can reach an alleyway or climb a nearby horse.
If you want to do a physical thing that might take one turn or many (such as climbing a tree), roll movement: on a 5+ you achieve it in this very turn.
MOVEMENT (overland)
Normally, 1 hex is 1 day of travel. I imagine hexes being around 12 mile long, but is a guidance. The distance is actually solipsistic. Some hexes like crossing a swamp or a mountain might take 2 days to cross, but haven't done that yet. The fact that is easier to get lost on them might actually emulate that without need of doubling the time.
There is an 1d6 roll every travel day:
On a 6, if there is some obscure thing at the hex, they casually find it.
On a 1, there is a random encounter.
On a 2, there is a random encounter if there is a nearby (adjacent hex) dungeon, city or lair; and the encounter is representative of it.
On a 3, I make a secret roll for weather change, applicable on the next travel turn.
Scouting an hex to find something on it takes a roll, normally:
3+ on grasslands
4+ on a forest
5+ on a mountain
Getting a roll of 1 or scouting twice automatically ends the day.
When you are travelling without a path or river to follow, you must make an scouting roll or you get lost: This means you end up in a different hex than the one intended, even maybe gettng stuck in the current one for this turn (roll 1d6 to find out). I always tell the players where they are now in the map after that.
During the night, there is a second encounter roll. Not all encounters, of course, are automatically violent. After PCs have rested for the night, they recover all mana die, and 1d6 HD
Light: I suck at tracking torches. Or turns, for that matter. I just never do it. About infravision, none of the PC races have it for now.
Doors: On a case of stuck doors, roll (1+your STR mod) d6; each 6 opens the door this turn.
Secret Doors, or anything strange is automatically found if the right things are examined, same for traps and listening at doors. I intend to avoid search rolls inside dungeons, want to keep it an overland thing where scenario is more ample and abstract to be thoroughly described. I challenge myself to describe dungeon rooms enough so they can be searched analogically.
Traps: There is an specific saving throw VS traps, spells and breath weapons. Traps can have many effects, as usual.
Retainers: NPCs can join the party, but that interactions are roleplayed. Normally, hirelings require money or a promise of money. NPCs that participate in the adventure activelly receive a share of XP. Proper retainers, as in faithful servants, are dependant on charisma: for each +1 you have a slot that can be used for a blessing or retainer. A "retainer" can be anything that you can befriend during the game (below, you can see my current party with a white ape following its owner, a kobold called Pomelo). Dogs and other domestic animals will follow their masters regardless of charisma, but animal retainers will always understand simple orders, as if you could talk with them.
A retainer that is asked to do something dangerous will check morale, modified by their leader's charisma.
Retainers can be static NPCs that don't travel with the party, such as a princess or a hermit. This kind of alliance doesn't provide direct help and may not be very significative, but depending on the nature of the bond, it can give you a magical blessing (will write some at some point and edit here, a bonus to saving throws is always a good choice), plus knowing that said NPC will never betray you offscreen.
Based greatly on GLOG magic. No need to go read it however, my rules are self explanatory.
You have a number of spell slots based on your Magic score and your Class.
1 spell slot per magic bonus (up to 3)
1 spell slot if you are a Magic User
1 spell slot if you are a Magic User of 12th level.
You automatically learn a spell for each spell slot if you haven't any.
Magic users can additionally write spellbooks: they can store as many as their level on them; and every time they rest, they can change the spells on their slots. Until the point in which they know more spells than their slots, they don't have to worry about that.
Anybody who knows at least one spell, has one Mana Dice (MD). Non-MUs will probably never have more than one if any.
MUs at third level get the right to bear staff (this is taken from A Wizard of Earthsea and I liked the implications it had on the books, making the staff act as a badge of office for the casters). So, whenever they are holding their staves, MUs have an extra MD (in the original PDF, Goblin Punch makes this bonus come from the wizardly robes, but I preferred to put the focus on the staff instead)
Independently from this staff bonus, they get an extra MD at levels 6 and 9. Some magical items may increase this number under some conditions.
S P E L L B O O K :
notes:
references to turns are equally valid in combat, in dungeon or in overland travel. This means that spells will sometimes last during 4 hours and sometimes during 10 seconds with the same mana. This is intentional and I think it can work, I think it can represent how the caster behaves differently under stress than having time to make proper preparations, meditations and rituals.
I also dont use HP, with Hit Dice being the unit, and everybody getting a death save at 0 HD. Generally, MUs get two per level, while fighters get one. This has made me write carefully all the spells that do or heal damage.
BIRD: You become a bird of your choice (but always the same). You suffer double damage in this shape. This transformation lasts for [sum] turns. Every turn beyond that you must save vs paralyzation or become trapped in this shape.
Inventory slots decrease by 4, but the rest is transformed with you. The rest is lost. Use this table as a guide:
Robin: AC as plate, 24 miles per day
Crow: AC as scale armor, 100 miles per day
Owl: AC as scale armor, 50 miles per day. Good nightvision, bad dayvision.
Hawk: AC as scale armor, 200 miles per day. Consumes 2x turns.
HEAL: With one dice, heal that 1d6 HD to one target, or 1 HD to 1d6 targets. With more dice, divide the results between HD and targets. Every target that is at 0 HD can make a new save, but no more than once (no matter how many casters try after this). This healing is often not true healing, but more a mix of luck, exhorting and praying so the wounds are not as bad as they look.
SHIELD: Duration: [sum] turns. Caster and whoever is near him gets AC = chain, + a chance to block all projectiles during this turn with a 5+ in 1d6. You can spend a MD to re-roll this dice once per turn.
LIGHT: Duration: [sum+level] turns. The staff of the caster emits light enough to read. Investing 2 dice or more raises this intensity up to a car's lights, but consumes 3x turns. Without a staff, this spell doesnt light much beyond the caster's silhouette dimly.
DISGUISE: Put an illusion over something to make it look like another thing. Both the real and the illusory objects or beings must have a trait in common: a characteristic color, a shape, a similar sound, etc. This lasts for [sum] rounds, though a result of 12 or more will make it "permanent". Still, all illusions will degrade over time by acting or being used in a way that doesn't suit the disguise.
FIRE: For every mana die, 4+ is a success. 1-3 is the turns that this die will take to become a success. It takes 1 success to ligth something easily flammable, such as oil, a pinecorn or a torch
2 successes to put a firewall on a narrow corridor, or put flames on a normal sword
3 on a bigger area. When there is no actual combustible, the fire will burn for concentration + level turns.
Wizards that have attained their wands can shoot fire. Roll as many MD you like: the highest is the damage you deal (save vs half), the rest are the number of targets affected.
DIVINATION: This spell requires an oracle that you must carry with you (1 slot) and some time of rest. Every question you ask requires to invest one MD. The answers are always going to be single or composed NOUNS, never verbs or adjectives, nor yes or no; and the GM should be as specific as he can without breaking this restriction.
Every answer you reveive using this spell is then recorded on a vocabulary list that you forge little by little and that can contain a maximum of 6 words. Once you got all six, every question you make must be answered with one of that words or not being answered at all (whatever the GM thinks is more appropiate)
You could say its a spell that becomes less powerful as the mage does the opposite, and that is interesting. This is the reason for which some MUs need to find other MUs to contrast their readings, even if its less leveled up partners.
WINTER BLAST: Invest one MD per turn to project a cone of cold wind towards an area, or down a slope. Everyone caught in there must save vs paralyzation every turn or be uncapable to move significantly this turn. A second failed save will also deal 2 damage by frostbite. A third failed save will freeze the affected character.
Every MD you lose casting this spell deals 2 frostbite damage to you.
Cryomancers normally use Ice Wands which make MD exhaust only on 5+ or even 6+
Wearing heavy pelts adds 1 die to saves against this spell.
FOLD Creates a pocket dimension in any small caché (inside a hat, behind a chair, etc) able to fit [sum] objects. On a 7+, the caster can fit on it. On a 11, it can fit a small group of people. Only one fold can be created at a time. The inside of it will have the appearance of a room, with traces of the place it is located. A fold created on a library will have bookshelves; one created on a stone corridor will have stone, and such. This is probably the way that some backrooms were created in our real world.
PROTECTION FROM EVIL: Duration: [sum] turns. Is actually some version of turn undead. Undead, demons, evil and enchanted beings must save vs paralyze every turn to approach you, and even if they pass, you have +1 AC and +1 save against their special attacks. Monsters save alltogether, using the save of the highest one present.
Once this spell is ongoing, you can roll one MD per turn to exorcize undead: deal [sum] damage to all or a single target, but if they survive they will attack that turn without the need to save. Intelligent monsters may check morale after this.
ASTRAL PROJECTION:: You must invest a full rest on this. If somebody interrupts you, the spell will fail. In the astral plane, physical distances are meaningless but everything looks like a semi-abstract painting (rothko + picasso + van gogh), so its a little tricky to decipher and navigate. Things as specific as something written on a note might be impossible to read, showing instead a symbolic image of the intention of the writer. For each MD you invest you can attempt one of these things:
*Search your way to some place, no matter the distance (1d6 to find: 4 to somewhere known, 5 unknown and 6 if partially hidden). Mind that some places have random encounters even in astral form.
*Find a detail in that place (as above). On a fail, something else might call your attention.
*Send a message to somebody, who will have an impression of you (the reaction and importance given to the message depends on the person)
*Cast a spell telematically.
Your armor and weapons get transported with you into the astral, but the kind of encounters there is mostly magical so that won't make much difference.
FAMILIAR: A nearby animal will come during downtime or if you are activelly searching for one. You can communicate quite well somehow, but lacks knowledge of human subtleties. This bond takes up one spell space.
My new game is going so great. All of them are long time friends, with the exception of a kid, nephew to one of them. I'm getting a lot of advantage of them never having actually played D&D so I am selling all my quirky houserules such as GLOG magic and all d6 pool resolution as "this is the real game guys". And they are really liking it, but not as much as me. They keep me asking for information about new spells (so I have actual pressure writing my long procastinated spellbook). It feels awesome when you just met for a coffee or a walk and they just ask you things about what they found in that dungeon the other day. I know I am doing something right.
One of them happened to be devoured by a ghoul recently; precisely right after he had spent the previous night drawing a portrait of his character (Krim, see above). He died like a hero, tanking a doorway, and two hobbits managed to finish the ghoul shortly after. When the player rolled his new character for the next session, he told me previously that he wanted something:
As I wrote recently, I give characters a "once in your life" object at any time, that must be related to your life background. This is mostly a trick to make characters have at least some tenuous background without the need of writing it prior to play, but has no further impact unless your intelligence is higher than 13 (see full entry if you want). He (an intelligence 9 fighting man) said he wanted to be a former sage, and have a bestiary book as an object.
I quickly saw the potential in this: They are all new players, unfamiliar with the deep lore of D&D beyond what has permeated Final Fantasy, Warhammer and others. This could be a fair way to introduce information that other players take for granted; and the player was actually paying a cost for it: his special object.
So I made it like this: As the character appeared the next day and brought up his book, I made him roll 3d6 and take the middle one: It was a four.
So, his bestiary would give him information four times, after that it would be considered exhausted (actually a great quality I guess). The information would be only about monsters, and it would only have information 50% of the time; you must make a concrete question (are ghouls vulnerable to something?). Failed searches would not tick down uses.
For now they have been only used it twice: One for learning that ghouls are vulnerable to holy water, and another for knowing that ghoul touch produces paralysis. It seems that whoever wrote that book knew a lot about ghouls! Maybe the book is no other than Comte d'Erlette's Cultes des Goules itself!(the fictional book from the Chtulhu mythos)
Before that, the magic user had been picking ghoul drool from its grotesque corpse with his bare hands. They left the room by a new path; the magic user leading the march. I resolved to not have him be paralyzed until two turns had passed for some reason (it felt right). Just at that time, they found a silent, armored knight giving them the back, and then turning his head slowly towards the newcomers.
The magic user got paralyzed right away starting from his hands. The rest of the party (three hobbits, fighting man was dead by then) took him out of the room quickly, all paranoid because they thought it was the gaze of the knight which had caused such effect. They spent the rest of the session recovering a broken mirror from another room (which currently still has a very angry doppelganger inside) and then trying to attack the knight using a mirror to see him, or just shooting at him with the eyes closed. Luckily, they soon understood they had to flee. I had a really bad time trying to not tell everyone of them how cool it was that they were acting so well in a way, but on completelly erroneous assumptions!
Clickbait /OFF
I only want to transcribe here something from another blog, for it is too useful to be lost to the flow of the internets: "The skills you didn't know you had", where the author distills all the different "x in 6" rolls scattered through the OSE book into a "skill list". I am actually using this list as inspiration for MY OWN LIST (to be posted next time), but the source material is so interesting itself that I felt it deserved recognition.
Open doors: 2 in 6, modified by strength
Listening at Doors: 1 in 6 chance of detecting subtle sounds beyond a door, increased for demihumans.
Searching: If a character is searching in the right location, there is a
base 1-in-6 chance of finding a secret door or room trap, increased for
some demihumans.
Avoiding Traps: Every time a character makes an
action that could trigger a trap, there is a 2-in-6 chance of the trap
being sprung. Lets rephrase this as a 4-in-6 chance to avoid a trap.
Foraging for herbs, fruits, nuts, etc: can be performed alongside
normal movement. The party has a 1-in-6 chance per day of finding enough
food for 1d6 human-sized beings.
Hunting: must be engaged in as
the sole activity for a day—no travelling or resting is possible. When
hunting, there is a 1-in-6 chance of encountering animals which may be
suitable for eating (if they can be caught!). This is in addition to the
normal chance of random encounters. A party with a ranger succeeds at
foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6
chance.
Boarding: If the occupants of one vehicle wish to
forcefully board the other vehicle, there is a 2-in-6 chance of being
able to successfully manoeuvre the vehicle into a boarding position. The
two vehicles may then be clamped together with grappling hooks.
Surprise Checks: That's a 2-in-6 stealth check right there.
Tinder box: Used to light fires, including torches. Using a tinder box
takes one round. There is a 2-in-6 chance of success per round.
Dwarven Detect Construction Tricks: As expert miners, dwarves have a
2-in-6 chance of being able to detect new construction, sliding walls,
or sloping passages when searching.
Detect Room Traps: Due to
their expertise with construction, dwarves have a 2-in-6 chance of
detecting non-magical room traps when searching.
Halfling's
Hiding: In dungeons, a halfling can hide in shadows or behind other
forms of cover. The chance of success is 2-in-6. Hiding requires the
halfling to be motionless. This enables an additional layer of stealth
on top of the base one. If they are still, and behind cover or in
shadow, they have an extra chance to be unnoticed to the rest of the
party.
Lore: From 2nd level, a bard has a 2-in-6 chance of
knowing lore pertaining to monsters, magic items, or heroes of folk-tale
or legend. This ability may be used to identify the nature and powers
of magic items.
Path-Finding: At the start of each day of travel, the referee should roll to determine
if the group loses direction. The probability depends on the terrain
being traversed:
Clear, grasslands: 1-in-6.
Barren lands, hills, mountains, woods: 2-in-6.
Desert, jungle, swamp: 3-in-6.
Lets
restate this one as a navigate skill with a chance depending on the
type of terrain. 5-in-6, 4-in-6, or 3-in-6 depending on the difficulty
of the terrain. Listed later is the fact it's 4-in-6 to navigate while
waterborne. Paths and rivers eliminate this chance. While waterborne
however, it requires a specific navigator to help sail, so this is
clearly not a skill that all adventurers have. A party with a druid has
only a 1-in-6 chance of getting lost in woodlands, so druids score
themselves a 5-in-6 in the skill we now have a name for, pathfinding.
Duergar's Stealth: Underground, duergars have a 3-in-6 chance of moving silently.
Svirfneblin's Blend into Stone: Svirfneblins have the uncanny ability
to go unnoticed when in an environment of natural or carved stone so
long as they remain silent and motionless. The chance of success is
4-in-6 in gloomy conditions or 2-in-6 in well-lit conditions.
Stone Murmurs: Svirfneblins can understand the imper-ceptible grumblings
of stone. If a svirf-neblin stands quietly for one turn with their ear
pressed against a stone surface, they have a 2-in-6 chance of divining
one of the following pieces of information (player’s choice):
The presence of secret doors in the stone, within 10'.
The presence of gems or precious met-als, up to 30' beyond the surface.
The presence of living creatures, up to 30' beyond the surface.
The presence of bodies of water or open spaces, up to 60' beyond the surface.
* * *
At the end, the author classifies them broadly:
Individual skills are rolled for every person attempting an activity.
Force isused for forcing open doors through strength.
Listen is used to hear monsters through doors (breaking their stealth).
Search isused to find hidden passages and traps.
Luck is used to not trigger traps by through chance by stepping over a pressure plate instead of on it.
Enhanced Stealth is used when the party fails its stealth check, but you are a class that has better odds of hiding.
Use a tinderbox is used to use a tinderbox.
Group
skills are performed by the entire group, usually with a single person
leading the activity who can provide their experience as a bonus to
everyone.
Forage is used to find food while travelling overland.
Hunt is used to find food dedicating time to the task.
Pathfind is used to navigate without a road or river.
Board is used to position vehicles for boarding.
Stealth is used to be unnoticed by foes.
* * *
In order for it to be a comprehensive list, we should add the Thief Skills to it; and, why not? convert them approximately to X in 6 format for cohesion.
Find/Remove Traps: starting at 1 in 6, increases by 1 every 3 thief levels
Hide in Shadows: as above
Move Silently: as above
Pick Locks: as above
Pick Pockets: as above
Climb Sheer Surfaces: 5 in 6 chance
Read Languages: 5 in 6 chance, available at level 4
Scroll use: 1 in 6 chance, available at level 10
I thought I had already written this one. But before I forget I do it now:
I am spanish. I do not use feet, yards or pounds in my real life, neither do my players. The translations of those words (pies, yardas y libras) sounds weird in our conversations and I wont use them ever on a game. So, for movement, I use squares instead. In the end, one square is universally equal to 10 feet. So, when I see this extract of BX rules, I assume that an unencumbered human can walk 12 squares on a normal turn, and 4 during combat:
The plot gets thicker: I don't use gridded paper for dungeons, and if I do it's only for aesthetic reasons. I don't measure walking distances. Players can spend a turn getting into a new room, doing something meaningful into the room they are now, or walking a significant chunk of a corridor. So in the end I am using the square unit even if I do not track squares (unless I could do it on a very specific situation that calls for it).
The only other time when movement rates are meaningful is when there are enemies, pursued and persecutors. An enemy that can move 6 squares in combat will catch a PC that can move only 4. To prevent this deterministic fate, rules allow to distract monsters with food, gold, burning oil, or turning into a random direction if there is any (50% chance the monster catches them anyways).
To sever my dependency from this procedures, I'd implemented a randomized MV that works more or less inside the spectre of the old one:
PCs have a MV value equal to the squares they can walk in combat (so, following the table above, it ranges from 4 to 1). When running, or when measuring the normal move is meaningful, they move MV+d6 squares (that is a maximum of 100 to 50 feet, more or less similar to the 120' - 30' range above). The math doesnt suit much but I dont care, the speed is still proportional to encumbrance and that is what matters.
When in combat, you can do it like this too, why not. But I prefer rolling 1d6 equal or under your MV: If you pass, you engage, disengage, outrace, etc. your opponent, who must also do the same to make you negate this advantage. A failure means you waste your turn, while a success allows you to perform your normal action for the turn. For contests amongst or against monters with 6 or more MV (moving 60' or more in combat) use 5 as their MV.
This methods work equally great with or without a grid, as you can count the squares or just compare rolls against an enemy while the GM narrates accordingly. This will also give you a chance to flee any monster indefinitelly as long as the dice gods allow you.
Depending on skill level u get 1d6 or 2d6 (take best), maybe even 3d6
TN is 5+
4 might give you partial result or not, will think about it later
the catch is that skill level double dips (or more like triple dips) because also influences a) the things you can attempt and b) the harshness of the consequences if you fail. This subleties are to be set by the GM, the monster/item description that triggers them or the module/trap design
that is all