Space and Time (Mostly Space)
Posted: Fri Feb 22, 2019 3:32 pm
So I vastly prefer theater of the mind, because I find that once you make a map, people tend to stay on the map. But I do want a tactical positioning element. So: inspired by Classic Marvel RPG, here is my work in progress:
Space
Rather than measuring out everything to the nearest yard, space is measured out to the nearest Space. A Space is an abstract unit of measure about 10 yards by 10 yards. Within a Space, the GMCs and PC can move around as imagination requires without cost or penalty.
Movement
A character can move into another Space as a Simple Action. A character can make a Movement test (10) to move into a second Space for another Simple Action. Alternately, a character can just use a Standard Action to move into a second Space. A character’s Movement step is equal to his or her racial movement in yards minus any Initiative Penalty.
A GM may also call for Movement tests when characters are in some sort of race or pursuit.
Range
There are 4 range categories: Close, Skirmish, Short, Long.
Close: Melee & Unarmed Combat.
Skirmish: Within the same Space. Missile Weapons are at -2 to attacks at Skirmish range.
Short: Round off all weapon and spell ranges to the nearest 10 yards. Divide by 10. The result is the range of the weapon or spell in Spaces, in which it can attack without penalty.
Long: Round off all weapon long ranges to the nearest 10 yards. Divide by 10. The result is the Long range of the weapon or spell in Spaces, in which it can attack at -2 to Attack and Damage.
Guard Duty Combat Option I
A character may decide to spend a round protecting another. The character uses close combat abilities to control movement within the Space. The character cannot move into another Space. He or she takes -2 for any ranged attacks or spellcasting tests. However, any hostile character attempting to get into Close combat range with the protected character must make an additional Movement test in order to do so. If not successful, the hostile character instead enters into Close Combat with the one taking the Guard Duty Option. This can be combined with Reserve Action to attack a character that enters the Area, as well as other options such as Aggressive Stance.
Guard Duty Combat Option II
A character may decide to spend a round protecting another. The character Reserves an Action to defend another. This choice is obvious to all concerned. If an enemy targets the protected character, the one using the Guard Duty Option can attack, benefiting from Blindside. Blindside offsets the Reserved Action penalty.
The idea is that you can even use minis if you like, but you only need to draw out the most rudimentary map, if you even choose to do so at all.
Space
Rather than measuring out everything to the nearest yard, space is measured out to the nearest Space. A Space is an abstract unit of measure about 10 yards by 10 yards. Within a Space, the GMCs and PC can move around as imagination requires without cost or penalty.
Movement
A character can move into another Space as a Simple Action. A character can make a Movement test (10) to move into a second Space for another Simple Action. Alternately, a character can just use a Standard Action to move into a second Space. A character’s Movement step is equal to his or her racial movement in yards minus any Initiative Penalty.
A GM may also call for Movement tests when characters are in some sort of race or pursuit.
Range
There are 4 range categories: Close, Skirmish, Short, Long.
Close: Melee & Unarmed Combat.
Skirmish: Within the same Space. Missile Weapons are at -2 to attacks at Skirmish range.
Short: Round off all weapon and spell ranges to the nearest 10 yards. Divide by 10. The result is the range of the weapon or spell in Spaces, in which it can attack without penalty.
Long: Round off all weapon long ranges to the nearest 10 yards. Divide by 10. The result is the Long range of the weapon or spell in Spaces, in which it can attack at -2 to Attack and Damage.
Guard Duty Combat Option I
A character may decide to spend a round protecting another. The character uses close combat abilities to control movement within the Space. The character cannot move into another Space. He or she takes -2 for any ranged attacks or spellcasting tests. However, any hostile character attempting to get into Close combat range with the protected character must make an additional Movement test in order to do so. If not successful, the hostile character instead enters into Close Combat with the one taking the Guard Duty Option. This can be combined with Reserve Action to attack a character that enters the Area, as well as other options such as Aggressive Stance.
Guard Duty Combat Option II
A character may decide to spend a round protecting another. The character Reserves an Action to defend another. This choice is obvious to all concerned. If an enemy targets the protected character, the one using the Guard Duty Option can attack, benefiting from Blindside. Blindside offsets the Reserved Action penalty.
The idea is that you can even use minis if you like, but you only need to draw out the most rudimentary map, if you even choose to do so at all.