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.