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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Has anyone done variant combat rules that remove the 5 ft. grid?
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<blockquote data-quote="reanjr" data-source="post: 1664736" data-attributes="member: 20740"><p>My imagination doesn't impose a grid over reality, so I pretty much forgo grid combat in its entirety. There aren't really any rules changes, per se, just DM adjudication.</p><p></p><p>The reason a 10ft. step is overpowered (I haven't read the thread, it may already have been stated) is that it is a free action. By giving a free action to someone that can keep them a move action away from their enemies, they have essentially gained the ability to take full round actions every round while not allowing their enemies to do the same.</p><p></p><p>If there is a problem with the rules that makes such a change so dramatic, it really has nothing to do with the movement system, but instead the action system (the amount a character can do in a single round). That system I HAVE completely overhauled, but by its nature, it requires alot more change than to movement, including the initiative system being revamped.</p><p></p><p>As someone else mentioned, it is probably best to do something more abstract (especially if you are tring to get away from the miniature-style gaming.</p><p></p><p>The SAGA system dealt with range and movement in combat fairly nicely by separating distances into ranges. There was melee range, near missile range, far missile range, and artillery range. You could make a move-action have the ability to change ranges by one (from near missile to melee, or near missile to far missile). You may want to add reach range in there as well, to account for reach weapons and creatures.</p><p></p><p>Melee: Melee attacks can be made and attacks of opportunity are possible. Range is made up of groups of melee ranged combatants who all threaten each other. In general each group can contain no more than four characters of Medium size, 6 of Small size, 8 of Tiny size, 2 of Large or Huge size, or 1 of Collosal size per side (allies and enemies). If a group already contains the full allotment of creatures from your team, you cannot effectively move into melee range (the battle is too pitched or chaotic). By spending a move action you can move to Reach range or Near Missile range, or move to Melee range in a different group that is within Near Missile range. Moving into Melee range in a different group provokes attacks of opportunity from opponents in the group you are leaving.</p><p></p><p>Reach: Also part of a melee group. They threaten, but are not threatened by everyone in the group. Someone can use a move action to advance upon a Reach range opponent (provoking an attack of opportunity), which pulls the opponent into melee range (he must later move out of the melee group if he wishes to).</p><p></p><p>Near Missile: Can fire ranged weapons without penalty. By spending a move action, you can close to Reach, Melee, or Far Missile range. Short range spells fall in this range. Maximum thrown weapon range.</p><p></p><p>Far Missile: Can fire ranged weapons at -6 penalty for distance. By spending a move action, you can move to Near Missile range or Artillery range. Medium range spells fall into this range. Maximum ranged weapon range.</p><p></p><p>Artillery: Can use spells that are Long range. By spending a move action, you can move to Far Missile range.</p><p></p><p>Details on attacks of opportunity and speed would have to be worked out, but this would be a good quick, easy, role-playing system to use.</p><p></p><p>Tell me what you think.</p></blockquote><p></p>
[QUOTE="reanjr, post: 1664736, member: 20740"] My imagination doesn't impose a grid over reality, so I pretty much forgo grid combat in its entirety. There aren't really any rules changes, per se, just DM adjudication. The reason a 10ft. step is overpowered (I haven't read the thread, it may already have been stated) is that it is a free action. By giving a free action to someone that can keep them a move action away from their enemies, they have essentially gained the ability to take full round actions every round while not allowing their enemies to do the same. If there is a problem with the rules that makes such a change so dramatic, it really has nothing to do with the movement system, but instead the action system (the amount a character can do in a single round). That system I HAVE completely overhauled, but by its nature, it requires alot more change than to movement, including the initiative system being revamped. As someone else mentioned, it is probably best to do something more abstract (especially if you are tring to get away from the miniature-style gaming. The SAGA system dealt with range and movement in combat fairly nicely by separating distances into ranges. There was melee range, near missile range, far missile range, and artillery range. You could make a move-action have the ability to change ranges by one (from near missile to melee, or near missile to far missile). You may want to add reach range in there as well, to account for reach weapons and creatures. Melee: Melee attacks can be made and attacks of opportunity are possible. Range is made up of groups of melee ranged combatants who all threaten each other. In general each group can contain no more than four characters of Medium size, 6 of Small size, 8 of Tiny size, 2 of Large or Huge size, or 1 of Collosal size per side (allies and enemies). If a group already contains the full allotment of creatures from your team, you cannot effectively move into melee range (the battle is too pitched or chaotic). By spending a move action you can move to Reach range or Near Missile range, or move to Melee range in a different group that is within Near Missile range. Moving into Melee range in a different group provokes attacks of opportunity from opponents in the group you are leaving. Reach: Also part of a melee group. They threaten, but are not threatened by everyone in the group. Someone can use a move action to advance upon a Reach range opponent (provoking an attack of opportunity), which pulls the opponent into melee range (he must later move out of the melee group if he wishes to). Near Missile: Can fire ranged weapons without penalty. By spending a move action, you can close to Reach, Melee, or Far Missile range. Short range spells fall in this range. Maximum thrown weapon range. Far Missile: Can fire ranged weapons at -6 penalty for distance. By spending a move action, you can move to Near Missile range or Artillery range. Medium range spells fall into this range. Maximum ranged weapon range. Artillery: Can use spells that are Long range. By spending a move action, you can move to Far Missile range. Details on attacks of opportunity and speed would have to be worked out, but this would be a good quick, easy, role-playing system to use. Tell me what you think. [/QUOTE]
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Has anyone done variant combat rules that remove the 5 ft. grid?
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