This is pt 2 on the topic of movement. Part 1 can be found here.
I’d like a system that can handle tactical movement too. If I make a battle map, I want movement to be as natural as possible. I could assign a ft to inch ratio and we could pull our the measuring tapes like in table-skirmish games, but I’m not quite interested in failed charges and guessing ranges. As I stated in my design goals, I want to speed up combat, not slow it down with measuring every move.
So, I want a battle grid. I never quite understood why squares were used instead of hexagons. I’ll use a hex grid for the game to make movement a bit more natural around the board. I just need an appropriate scale per hex. There are some conflicting design issues here.
Small scale: You can have lots of action and movement even in smaller areas. Size categories make a little more sense. It’s harder to completely block someone’s movement.
Large Scale: You can fit larger-scaled battles on your table. You can start to approximate outdoor encounter distances.
My table is 46 inches wide and 94 inches long. That means if I were to have a grid that covered my table, the hex scale would have to be 1 inch = approx 13 ft to be able to support my full range of 600 ft, if I wanted to be able to support it in either direction. If I assume long distance will only happen along one axis, 1 inch would need to be about 6.5 ft.
All of this math starts changing if I call my round 5 seconds or 10 seconds instead of 6. At 10 seconds, you’re walking 50 ft per round (or with one move action). At 5 seconds, you’re going 25. I think regardless of which route I take, the 5 ft hex grid seems appropriate. You’re basically getting a hex each second, which could also give me some flexibility in designing actions to do in a round/partial round actions.
One thing I still haven’t finished though is how does speed impact this. I’ve waited until now though because the biggest problem is one of scale. Unless we want to use a 2.5ft hex (we could go smaller, and just have medium sized creatures take up more than a single hex), it’s hard to adjust speed more than a couple of hexes without getting out of scale with everything. It seems like I have a clear top speed of approx 30 mph, and a medium speed of about 15. I suppose the slowest could potentially be 5mph then, the speed of the average person’s walk.
If I modeled speed with a stat on a 10-scale then we get:
- 10: 12 hexes
- 9: 10.8
- 8: 9.6
- 7: 8.4
- 6: 7.2
- 5: 6 hexes
- 4: 4.8
- 3: 3.6
- 2: 2.4
- 1: 1.2 hexes
If I changed my scale to 6ft, I’d get that you can move exactly your speed in hexes each turn. OR, if I change my round to 5 seconds instead of 6, I can leave my scale at 5 ft and you can move your speed in hexes each turn. I suppose I could just as easily assume that everyone is moving 20% slower because of all that loot.
Ok, that sounds like progress.
Round = 5 seconds. In that round you can move your speed in 5 ft hexes as a classic move action, or twice if you take two move actions. I’m still assuming classic 3e and pathfinder rules for what you can do in a round, but I may be replacing that. The scales here, I think, are going to give me a lot of flexibility with it. For example, if I want to let you take 5 actions a turn, one action might be to move up to two hexes.
I’m still hoping that someone better with math skills than I do will have a clearer answer to this. I feel like I went through quite a bit to get to essentially the same math that d&d has used for so long.