I'll spare you the long winded diatribe of why I prefer D&D combat without the use of miniatures and a grid. Suffice it to say, I generally feel that the use of a battlegrid detracts from the play experience and therefore have taken pains to develop a system which does not use it.
NOTE 1 -- Gridless Doesn't Mean Blind: Just because the system outlined below does not use a battle grid and/or miniature figures does not mean that some sort of visual representation is cannot be useful or helpful. What I really object to is a concrete system of measurement in an otherwise abstract combat system. I often make use of a white board or blackboard, or even just a scrap of paper and a pencil, to lay out the general environment in which the action is taking place. But if it is your preference, you can continue to use miniatures and terrain, cheetos and spare dice, or whatever suits your fancy.
NOTE 2 -- Nothing Works All The Time: There are situation in which a grid and minis just works better. This system is designed to be used sometimes as easily as all the time. To this end, I won't be giving characters new stats or removing aspects of feats or combat actions. Rather, I will attempt to "redefine" existing 3.x combat terms for use in the system, so that the switch between the two -- this and the official system -- is as seamless as possible. Some may find this system works best for "typical" combats, while "boss" fights should be run using the full grid and minis system. Others may find just the opposite.
NOTE 3 -- This Is A Draft: The system here is based on how I have run D&D 3.x combat without a grid in the past, so it has been "playtested" in some sense. However, this is my first attempt to quantify it it writing, so there are likely to be errors, holes and other problems. Please feel free to engage in constructive criticism. What I could really use is specific cases of rules that need clarification when trying to use standard rules with this system.
Part One: The Engaged State
The most important aspect of this system is the Engaged state. As this system is designed to be inserted into a D&D 3.x game -- possibly one which also uses the regular combat system sometimes as noted above -- the Engaged state is included to help the DM adjudicate Attacks of Opportunity. Simply stated, a character is Engaged from the time he attacks or is attacked by an enemy in melee until circumstances -- such as position -- change. The Engaged state can be thought of as analogous to being "threatened" in the core rules, but given the looser, more narrative nature of the system presented herein, an actual attack or attempt to attack (or, in some situation, an intent to attack) is required, as opposed to merely being "adjacent" (see Position and Movement below). When characters and/or creatures are Engaged, they are subject to Attacks of Opportunity for actions as presented in the core rules as if they were "in a threatened square", but only relative to the characters/creatures with which they are Engaged. A character or creature can be Engaged with any number of opponents simultaneously (within reason, given the size, terrain and similar factors). Finally, a character can only be Engaged with another if he is reasonably able to attack the enemy, and a character can be Engaged with an opponent that is not in turn similarly Engaged. The most common situation in which this might occur is if one combatant has reach *and* the opponent(s) cannot reasonably close the gap (for example, a longspear armed guard attacking through a closed portcullis). See Reach below for more details.
A few notes about the Engaged state:
A rogue cannot use a melee Sneak Attack against a target that is actively Engaged with the rogue unless the Rogue has an ally also Engaged with the same enemy (i.e. "flanking").
If you are Engaged with more than one opponent and you use a full attack against only one of them, you are no longer Engaged with the other(s), though they remain Engaged with you (you become Engaged with them if they attack you again, however). You may use a full attack and remain Engaged with all enemies as long as you attack at least two of them.
If you are Engaged with any number of enemies and perform a full round action that does not actively target an enemy, you drop your Engagement to all enemies. If the full round action does target an enemy, treat it as performing a full attack against a singular enemy as above.
You may drop your Engagement of an opponent as a free action on your turn. This has no effect on the Engaged state of the enemy.
You are not subject to Attacks of Opportunity by characters or creatures that are not actively Engaged with you (except in the case of certain movement actions; see below). Nor are opponents with whom you are not Engaged subject to Attacks of Opportunity by you (again, see below for movement based exceptions).
While you may forgo becoming Engaged with an opponent upon attacking them, that foe still becomes Engaged with you (unless they also forgo the option).
In case a question comes up regarding when an Engaged state comes into effect, use the following: the attacker becomes Engaged with the target at the beginning of the attack action or when the attacker comes within striking distance, whichever comes first; the target becomes Engaged with the attacker once the attack action has been resolved (but prior to any follow up attacks or actions, such as iterative attacks for a full attack or special movement granted by a feat).
Part Two: Position and Movement
Since this system presents an abstract, narrative oriented combat system, exact positioning, measurements and movements are neither required nor particularly beneficial. Instead, the system uses a series of Ranges and Zones to describe where combatants are located relative to one another.
Ranges
Close Combat: Characters within the Close Combat range are at most a few steps from one another. Only characters in Close Combat range can be Engaged with one another, though they aren't necessarily so. A character within Close Combat range of an opponent may perform a Full Attack action targeting that opponent, either in full (all attacks against that opponent) or in part (splitting iterative or multiple attacks against more than one opponent in Close Combat range). Being within Close Combat range of an opponent qualifies as being "adjacent" for purposes of applying existing 3.x combat rules, but do note that merely being within Close Combat range does not necessarily indicate being Engaged and therefore doesn't by itself qualify as "threatened/-ing".
Point Blank: Point Blank range is approximately ten yards or so, the distance a character can move with a normal move action. As such, characters within Point Blank range of an opponent can move up to an opponent and take a standard attack or action. Similarly, a character in Close Combat may move to Point Blank range from his opponent with a single move action, before or after an attack. For existing 3.x combat rules, Point Blank range counts as 30 feet (such as a rogue using a ranged sneak attack). Note that creatures with a reach of 20 feet or more may make melee attacks from Point Blank range into Close Combat.
Short: Approximately twice the distance of Point Blank range, a normal movement action is required to move from Short range to Point Blank range and a full round movement action (or charge) is required to move from Short range to Close Combat. Ranged weapons with a range increment of less than 20 feet per the core rules take a -2 to hit from Short range. Spells must have a range of Close or greater to target characters or creatures at Short range.
Medium: Medium range comprises a distance from Short range approximately twice that of Short range to Point Blank range. As such, it takes twice the movement to move from Medium to Short range as it does to move from Short to Point Blank. Weapons with a range increment of less than 40 feet suffer a -2 penalty when targeting Short range and a -4 penalty when targeting Point Blank range or Close Combat. Spells must have a range of Medium or greater to target Point Blank or Close Combat range.
Long: Distance and movement requirements are doubled again between Long range and Medium range and a range increment of less than 80 imposes a -2 penalty for each range category between the attacker and the target. Spells must have a Long range to target Point Blank or Close Combat range from Long range.
Extreme: Extreme range isn't so much a range category as a designation of distance far enough away from the center of action to indicate an inability to interact with characters or creatures in the other rnage categories. Some rare and powerful beings may posses abilities that allow them to target opponents from Extreme range, as the DM permits. Four full rounds of moment (or two rounds of running) are needed to get within Long range of a character or creature at Extreme range, assuming said character or creature does not choose to move in order to maintain Extreme range.
A Note About Movement Rates: This system doesn't take into account the granular levels of different between character and creature movement rates. However, if a character or creature has a movement rate of 15 or less, double at movement requirements listed above. For a movement rate of 60 or more, half the requirements.
Zones
In addition to Range, which measures distance, the system uses Zones to determine general location. Visualize the range categories as a series of concentric circles, with Close Combat at the center and Long range as the outer circle (with Extreme range beyond). The Close Combat circle is a Zone unto itself. Each other range category, however, is divided up into four Zones of equal dimensions (like slices of a pie radiating out from the Close Combat zone). Zones are important for determining actual ranges between individuals involved in the combat, as well as determining whether terrain or individuals obstruct line of sight or movement.
A zone is considered Occupied if even one character or creature is within. An Occupied zone provides cover and concealment for zones beyond. Targeting a ranged attack through an occupied zone imposes a -2 penalty to hit, in addition to any applicable range penalties. Note that any creature or character, friendly or otherwise, indicates a zone is Occupied for purposes of targeting through a zone. Targeting into a zone only imposes a penalty if the zone includes a creature or character other than the target(s).
Aside, House Rule: Spells that target individuals but do not require attack rolls are also affected by the presence of character or creatures in a zone though which or in which the spell is targeted. Since no attack roll is made, however, use a Concentration check to determine if the caster can effectively lock onto his target in the chaos of battle. The DC for the concentration check is equal to 10 plus the spell level plus 2 for every Occupied Zone through which the spell passes, plus 2 more if the target zone includes more creatures than just the target.
Range is counted from zone to zone. If, for example, two archers are at Medium range but at opposite sides of the Close Combat zone and attempt to target one another, they must shoot from Medium their respective Medium range zones, through a Point Blank range zone, the Close Combat zone, another Point Blank range zone and finally into the target's Medium Range zone. To determine the actual range for purposes of range penalties, take the highest range increment and increase it for every 2 range zones beyond that distance, not including the Point Blank Zone (the area is so small as to be insignificant). Therefore, in the example above, the two archers would be firing as if at Long range from one another.
Zones may also serve as cover or concealment based on their contents and/or terrain. If a zone is composed primarily of blocking terrain, characters and creatures are considered to have cover against attacks that must pass through the zone. The same is true for concealment. It is advised that for spells or other effects that create cover and concealment, "areas of effect" be redefined as able to fill one or more zones with the specified effect, rather than attempting to translate square footage into or between zones.
Obviously, the use of zones requires some method of determining relative positioning. The DM may use sketches, miniatures and terrain or even clearly stated (and probably annotated!) descriptions to identify characters and creatures and their respective zones. I find that rough sketches of the battlefield work the best: ranges and zones can be quickly drawn with a few circles without need to pull out the ruller, and map or terrain elements can be included to give the battlefield a dynamic flavor without resorting to square counting.
Multiple Ranges and Zones
All the above assumes a situation in which one melee is occurring (the Close Combat zone) and characters and creatures are distributed around that central melee at varying ranges. Obviously, this need not be the case. It is quite possible, for example, for two melees to be occurring simultaneously at Long range from one another. In this case, each melee is a Close Combat zone with its own Point Blank and Short range increments and zones, and one "shared" Medium range zone between them (see counting range above). Of course, the greater number of discreet Close Combat zones involved in the overall battle, the more complex the situation becomes and the more helpful some sort of visual representation can be.
Ranges and Zones in Three Dimensions
Remember than both range increments and zones occur in three dimensions, whether because of terrain (ledges or hills, or depressions or pits) or because of the flying ability of combatants. One of the most important elements to keep in mind in regards to 3 dimension combat is Occupied Zones and the penalties imposed by them. An archer or spellcaster who finds a high perch from which to target opponents may be able to circumvent penalties because they do not target through Occupied or concealing/blocking zones. Again, this increases complexity and can be more difficult to represent, but including varied terrain or multiple levels of combat activity can be very rewarding.
NOTE 1 -- Gridless Doesn't Mean Blind: Just because the system outlined below does not use a battle grid and/or miniature figures does not mean that some sort of visual representation is cannot be useful or helpful. What I really object to is a concrete system of measurement in an otherwise abstract combat system. I often make use of a white board or blackboard, or even just a scrap of paper and a pencil, to lay out the general environment in which the action is taking place. But if it is your preference, you can continue to use miniatures and terrain, cheetos and spare dice, or whatever suits your fancy.
NOTE 2 -- Nothing Works All The Time: There are situation in which a grid and minis just works better. This system is designed to be used sometimes as easily as all the time. To this end, I won't be giving characters new stats or removing aspects of feats or combat actions. Rather, I will attempt to "redefine" existing 3.x combat terms for use in the system, so that the switch between the two -- this and the official system -- is as seamless as possible. Some may find this system works best for "typical" combats, while "boss" fights should be run using the full grid and minis system. Others may find just the opposite.
NOTE 3 -- This Is A Draft: The system here is based on how I have run D&D 3.x combat without a grid in the past, so it has been "playtested" in some sense. However, this is my first attempt to quantify it it writing, so there are likely to be errors, holes and other problems. Please feel free to engage in constructive criticism. What I could really use is specific cases of rules that need clarification when trying to use standard rules with this system.
Part One: The Engaged State
The most important aspect of this system is the Engaged state. As this system is designed to be inserted into a D&D 3.x game -- possibly one which also uses the regular combat system sometimes as noted above -- the Engaged state is included to help the DM adjudicate Attacks of Opportunity. Simply stated, a character is Engaged from the time he attacks or is attacked by an enemy in melee until circumstances -- such as position -- change. The Engaged state can be thought of as analogous to being "threatened" in the core rules, but given the looser, more narrative nature of the system presented herein, an actual attack or attempt to attack (or, in some situation, an intent to attack) is required, as opposed to merely being "adjacent" (see Position and Movement below). When characters and/or creatures are Engaged, they are subject to Attacks of Opportunity for actions as presented in the core rules as if they were "in a threatened square", but only relative to the characters/creatures with which they are Engaged. A character or creature can be Engaged with any number of opponents simultaneously (within reason, given the size, terrain and similar factors). Finally, a character can only be Engaged with another if he is reasonably able to attack the enemy, and a character can be Engaged with an opponent that is not in turn similarly Engaged. The most common situation in which this might occur is if one combatant has reach *and* the opponent(s) cannot reasonably close the gap (for example, a longspear armed guard attacking through a closed portcullis). See Reach below for more details.
A few notes about the Engaged state:
A rogue cannot use a melee Sneak Attack against a target that is actively Engaged with the rogue unless the Rogue has an ally also Engaged with the same enemy (i.e. "flanking").
If you are Engaged with more than one opponent and you use a full attack against only one of them, you are no longer Engaged with the other(s), though they remain Engaged with you (you become Engaged with them if they attack you again, however). You may use a full attack and remain Engaged with all enemies as long as you attack at least two of them.
If you are Engaged with any number of enemies and perform a full round action that does not actively target an enemy, you drop your Engagement to all enemies. If the full round action does target an enemy, treat it as performing a full attack against a singular enemy as above.
You may drop your Engagement of an opponent as a free action on your turn. This has no effect on the Engaged state of the enemy.
You are not subject to Attacks of Opportunity by characters or creatures that are not actively Engaged with you (except in the case of certain movement actions; see below). Nor are opponents with whom you are not Engaged subject to Attacks of Opportunity by you (again, see below for movement based exceptions).
While you may forgo becoming Engaged with an opponent upon attacking them, that foe still becomes Engaged with you (unless they also forgo the option).
In case a question comes up regarding when an Engaged state comes into effect, use the following: the attacker becomes Engaged with the target at the beginning of the attack action or when the attacker comes within striking distance, whichever comes first; the target becomes Engaged with the attacker once the attack action has been resolved (but prior to any follow up attacks or actions, such as iterative attacks for a full attack or special movement granted by a feat).
Part Two: Position and Movement
Since this system presents an abstract, narrative oriented combat system, exact positioning, measurements and movements are neither required nor particularly beneficial. Instead, the system uses a series of Ranges and Zones to describe where combatants are located relative to one another.
Ranges
Close Combat: Characters within the Close Combat range are at most a few steps from one another. Only characters in Close Combat range can be Engaged with one another, though they aren't necessarily so. A character within Close Combat range of an opponent may perform a Full Attack action targeting that opponent, either in full (all attacks against that opponent) or in part (splitting iterative or multiple attacks against more than one opponent in Close Combat range). Being within Close Combat range of an opponent qualifies as being "adjacent" for purposes of applying existing 3.x combat rules, but do note that merely being within Close Combat range does not necessarily indicate being Engaged and therefore doesn't by itself qualify as "threatened/-ing".
Point Blank: Point Blank range is approximately ten yards or so, the distance a character can move with a normal move action. As such, characters within Point Blank range of an opponent can move up to an opponent and take a standard attack or action. Similarly, a character in Close Combat may move to Point Blank range from his opponent with a single move action, before or after an attack. For existing 3.x combat rules, Point Blank range counts as 30 feet (such as a rogue using a ranged sneak attack). Note that creatures with a reach of 20 feet or more may make melee attacks from Point Blank range into Close Combat.
Short: Approximately twice the distance of Point Blank range, a normal movement action is required to move from Short range to Point Blank range and a full round movement action (or charge) is required to move from Short range to Close Combat. Ranged weapons with a range increment of less than 20 feet per the core rules take a -2 to hit from Short range. Spells must have a range of Close or greater to target characters or creatures at Short range.
Medium: Medium range comprises a distance from Short range approximately twice that of Short range to Point Blank range. As such, it takes twice the movement to move from Medium to Short range as it does to move from Short to Point Blank. Weapons with a range increment of less than 40 feet suffer a -2 penalty when targeting Short range and a -4 penalty when targeting Point Blank range or Close Combat. Spells must have a range of Medium or greater to target Point Blank or Close Combat range.
Long: Distance and movement requirements are doubled again between Long range and Medium range and a range increment of less than 80 imposes a -2 penalty for each range category between the attacker and the target. Spells must have a Long range to target Point Blank or Close Combat range from Long range.
Extreme: Extreme range isn't so much a range category as a designation of distance far enough away from the center of action to indicate an inability to interact with characters or creatures in the other rnage categories. Some rare and powerful beings may posses abilities that allow them to target opponents from Extreme range, as the DM permits. Four full rounds of moment (or two rounds of running) are needed to get within Long range of a character or creature at Extreme range, assuming said character or creature does not choose to move in order to maintain Extreme range.
A Note About Movement Rates: This system doesn't take into account the granular levels of different between character and creature movement rates. However, if a character or creature has a movement rate of 15 or less, double at movement requirements listed above. For a movement rate of 60 or more, half the requirements.
Zones
In addition to Range, which measures distance, the system uses Zones to determine general location. Visualize the range categories as a series of concentric circles, with Close Combat at the center and Long range as the outer circle (with Extreme range beyond). The Close Combat circle is a Zone unto itself. Each other range category, however, is divided up into four Zones of equal dimensions (like slices of a pie radiating out from the Close Combat zone). Zones are important for determining actual ranges between individuals involved in the combat, as well as determining whether terrain or individuals obstruct line of sight or movement.
A zone is considered Occupied if even one character or creature is within. An Occupied zone provides cover and concealment for zones beyond. Targeting a ranged attack through an occupied zone imposes a -2 penalty to hit, in addition to any applicable range penalties. Note that any creature or character, friendly or otherwise, indicates a zone is Occupied for purposes of targeting through a zone. Targeting into a zone only imposes a penalty if the zone includes a creature or character other than the target(s).
Aside, House Rule: Spells that target individuals but do not require attack rolls are also affected by the presence of character or creatures in a zone though which or in which the spell is targeted. Since no attack roll is made, however, use a Concentration check to determine if the caster can effectively lock onto his target in the chaos of battle. The DC for the concentration check is equal to 10 plus the spell level plus 2 for every Occupied Zone through which the spell passes, plus 2 more if the target zone includes more creatures than just the target.
Range is counted from zone to zone. If, for example, two archers are at Medium range but at opposite sides of the Close Combat zone and attempt to target one another, they must shoot from Medium their respective Medium range zones, through a Point Blank range zone, the Close Combat zone, another Point Blank range zone and finally into the target's Medium Range zone. To determine the actual range for purposes of range penalties, take the highest range increment and increase it for every 2 range zones beyond that distance, not including the Point Blank Zone (the area is so small as to be insignificant). Therefore, in the example above, the two archers would be firing as if at Long range from one another.
Zones may also serve as cover or concealment based on their contents and/or terrain. If a zone is composed primarily of blocking terrain, characters and creatures are considered to have cover against attacks that must pass through the zone. The same is true for concealment. It is advised that for spells or other effects that create cover and concealment, "areas of effect" be redefined as able to fill one or more zones with the specified effect, rather than attempting to translate square footage into or between zones.
Obviously, the use of zones requires some method of determining relative positioning. The DM may use sketches, miniatures and terrain or even clearly stated (and probably annotated!) descriptions to identify characters and creatures and their respective zones. I find that rough sketches of the battlefield work the best: ranges and zones can be quickly drawn with a few circles without need to pull out the ruller, and map or terrain elements can be included to give the battlefield a dynamic flavor without resorting to square counting.
Multiple Ranges and Zones
All the above assumes a situation in which one melee is occurring (the Close Combat zone) and characters and creatures are distributed around that central melee at varying ranges. Obviously, this need not be the case. It is quite possible, for example, for two melees to be occurring simultaneously at Long range from one another. In this case, each melee is a Close Combat zone with its own Point Blank and Short range increments and zones, and one "shared" Medium range zone between them (see counting range above). Of course, the greater number of discreet Close Combat zones involved in the overall battle, the more complex the situation becomes and the more helpful some sort of visual representation can be.
Ranges and Zones in Three Dimensions
Remember than both range increments and zones occur in three dimensions, whether because of terrain (ledges or hills, or depressions or pits) or because of the flying ability of combatants. One of the most important elements to keep in mind in regards to 3 dimension combat is Occupied Zones and the penalties imposed by them. An archer or spellcaster who finds a high perch from which to target opponents may be able to circumvent penalties because they do not target through Occupied or concealing/blocking zones. Again, this increases complexity and can be more difficult to represent, but including varied terrain or multiple levels of combat activity can be very rewarding.