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Fifth Age: A hard science fiction 5e conversion
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<blockquote data-quote="Ideamaster_1" data-source="post: 8243068" data-attributes="member: 7027090"><p>I feel like the grid is the better of the two options, and I feel like 'static' objects like you have mentioned here, or at least relatively static, have a simple solution. Either roll Initiative for the 'static' environment, make a standard, like always on Initiative 20 or Initiative 1. Then, all you do is move the environmental objects, like astroids and other things, on their turn it is a very simple turn, but very important and keeps immersion and eliminates that drawback.</p><p>Brief explanation of why this works:</p><p>The objects are not moving, but they are relative to the combatants. You might think this doesn't take combat movement into consideration, but it does. If the combatants are actively soaring through space while fighting, the map just represents their current location relative to each other, not in a stationary sense. This means that with an asteroid coming you might move behind the other ship, which makes it seem like the astroid is moving, but really you just slowed the ship down a little and then maneuvered to get behind the ship. So this method would take most physics into consideration and represent them, without insane amounts of work and flows simply and could go unnoticed. So for those who don't care about the physics there are just objects moving around in space and for those who like physics you are able to explain the relative motion.</p><p>Thoughts? Does that solve the problem at all?</p></blockquote><p></p>
[QUOTE="Ideamaster_1, post: 8243068, member: 7027090"] I feel like the grid is the better of the two options, and I feel like 'static' objects like you have mentioned here, or at least relatively static, have a simple solution. Either roll Initiative for the 'static' environment, make a standard, like always on Initiative 20 or Initiative 1. Then, all you do is move the environmental objects, like astroids and other things, on their turn it is a very simple turn, but very important and keeps immersion and eliminates that drawback. Brief explanation of why this works: The objects are not moving, but they are relative to the combatants. You might think this doesn't take combat movement into consideration, but it does. If the combatants are actively soaring through space while fighting, the map just represents their current location relative to each other, not in a stationary sense. This means that with an asteroid coming you might move behind the other ship, which makes it seem like the astroid is moving, but really you just slowed the ship down a little and then maneuvered to get behind the ship. So this method would take most physics into consideration and represent them, without insane amounts of work and flows simply and could go unnoticed. So for those who don't care about the physics there are just objects moving around in space and for those who like physics you are able to explain the relative motion. Thoughts? Does that solve the problem at all? [/QUOTE]
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