[RPG] How to manage incomparable movement speeds in combat

anima-beyond-fantasycombatmovement

I'm playing a Shadow character in a campaign which is running for 2 year.
Our party has reached a great amount gnosi (27), and we are all level 13.

The main features of my character is agility and speed movement.
He can move 150m/turn at full speed (even more with Ki agumentation) and I cannot understand how to manage this in combat situation.

If he moves at full speed he can easily get out of close combat range.

If he uses Ki agumentation he can moves up to 25Km/turn at full speed, this should allow to enter/exit combat range with a simple partial movement (passive action).

How should I manage this great difference in speed during combat situations?

Edit 1:

@IgneusJotunn the rest of the party moves normally (10 to 20 m/turn); they have other kind of special abilities. We all perform more or less the same number of attacks per turn (this number is determinated by the attack ability and not by the movement speed).

Also the enemies usually have other kind of peculiarities, so in normal situation my character goes as slow as he can in order to remain with the party. But a battle is a battle, so he uses all his power and moves as fast as he can.
He has an Ars Magnus which allow him to appear at the back of his opponent and perform some attacks.

A problem is when someone perform an area attack, usually the range of the attach is much lower than his movement speed, so it should be able to evade them simply moving out of the range instead of performing a Dodge roll. But this seems to be a bit overpower because will ensure immunity to any kind of attacks simply by getting out of the range.

Best Answer

If Anima allows you to move/attack/move, then you can consider yourself the equivalent of a sniper with melee attacks. The enemy would have to figure out tactics that can trap/hurt you when you get in range. These might be readying to receive a charge or setting up tripwires.

In your case the Dodge skill would represent his ability to react to those area attacks in an appropriate manner. If he's there at the moment of the attack, that's where he is. The attacker has been leading him with a rocket launcher or he's just tripped a mine or whatever.

Why this makes sense

The logical reasoning behind this is that you have the ability to run very fast but it doesn't translate into making your arms move incredibly fast or increase the number of attacks you can have. For an example, check out the landlady chase scene in Kung Fu Hustle (which you should have watched as source material anyway :P).

For you

If you're in open spaces, don't worry about staying on the map. Hit and run tactics are what you've chosen to focus on.

For your GM

It isn't a problem that one of your players doesn't have to be on the map to attack people. He's constantly at long range. So what. It just means that to defeat him, people are going to have to find some interesting counters to his tactics. Counterattacks, land mines, slowing auras, tight quarters and so on.

Those will validate his choices and add challenge to the game.

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