So I was looking over my old RTDs (Quite a few of them ....), and decided to remake my Assassin's Creed RTD so that combat, and movement are more fluid so that movement would have an actual effect in combat besides the obvious back stabs. This is the premise of the movement system I'm implementing for it, any feedback is welcome since it most likely needs to be refined quite a bit.
The Movement System would be broken up into Climbs, Dodges, Leaps, Sprints, Balance, Grabs, Leaps of Faith, and Trick Movement. Each, and every time one of these actions done in a single turn then a roll will be made with varying degree of difficulty, in this way running across rooftops may require two or three Climbs, a few Sprints, and maybe a Leap, then if any of those are bad fails, and their is a height to be fallen from then a Grab is rolled.
Climbs are basically any movement that requires going up an object whether it be scaling a wall, or climbing a ladder each will require a roll with a certain DR to beat, if the player fails said roll then they will most likely fall, and suffer sever wounds from the fall. The more Climbs a player manages to get in a row will eventually lead up to a Trick Movement. Some basic DRs for Climbs would be ...
Ladder: 1 [Anything over one is a Success]
Low Stone Wall: 4 [Anything over 4 is a Success]
Sheer Wall; No Handholds: 10 [Impossible]
Dodges are used in the movement system as being able to dodge sudden obstacles in your path, which can be anything from pedestrians to a carriage to a squad of guards. Failing these rolls usually lead to smashing into people, or objects, and in worst case scenarios clashes with guards over you tackling them. Dodges, like all other parts of the movement system, can stack up to the player performing a Trick Movement.
Leaps are used when crossing gaps, or jumping from a higher building to one not far below, not to be confused with Leaps of Faith, they are used mostly to traverse to a lower point much faster without having to climb down to it first. Failing these rolls can lead to Grab rolls if the player leaps into open air (Near something to grab onto of course). Leaps do not build up to Trick Movements, and any Leap-Trick Movement the players may want to use must be specified.
Sprints are pretty self explanatory, and are used to cover large distances quickly. Failing these rolls usually leads to Dodge rolls to keep from falling flat on your face if you manage to fail one of these rolls.
Balance rolls are used when the player in question would have to balance in someway to stay where they are, like if they are standing on a thin wooden board between buildings, or the railing of a fence. Failing these rolls lead to Grab, and Dodge rolls to save the damage one would incur from falling.
Grabs are rolls made when you are attempting to grab some handhold to stop your fall, or climb a particularly difficult Climb. Failing these usually lead to serious harm, and spontaneous death.
Trick Movement is using some over the top theatrics to achieve your desired movement process, these have much better results then high rolls on normal rolls, but they are inherently more difficult then the normal ones. These can be anything from back-flips to front-flips to performing some super advanced acrobatic movement involving a hanging pot, and a rail. Failing these rolls makes the Grab/Dodge rolls much more important as failure on these is severely more fatal, but much more effective as a success.