Tag Archives: movement

Movement pt 2

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.

Continue reading

Advertisements

Movement pt 1

I’d like if there was some variation of speed between characters.  Like one character is definitively faster than another.  I’m not sure why this was never modeled into d&d.  I suppose different members of a unit were marching together… and that’s why we get racial and armor penalties as modifiers to speed – and that is it.

Dexterity is usually the fall-back to measure for speed tests, but mechanically it doesn’t have any impact on how far you can move.  If you’re a human, you move 30 ft with your move action – no matter what.  You can double move, or jog, or run, or what have you – but you’re basically able to only travel the same speed as any other human.  You’re ONLY slower if you’re heavily armored, heavily encumbered (if using encumbrance rules), or you happen to have chosen a race that has very short legs.

Continue reading