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General Tabletop Discussion
*Pathfinder & Starfinder
Has anyone done variant combat rules that remove the 5 ft. grid?
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<blockquote data-quote="RangerWickett" data-source="post: 1664948" data-attributes="member: 63"><p>I spent a few hours thinking about this on a road trip once, and came up with this rough system.</p><p></p><p>There are various Ranges in the combat system.</p><p></p><p><strong>Melee Stage:</strong> This is about a 20- or 30-ft. radius area. </p><p></p><p><strong>Medium Range:</strong> Roughly a 150-ft. radius area, which may contain several melee stages. Moving between two melee stages, or from melee to medium range, is a full round action.</p><p></p><p><strong>Long Range:</strong> Roughly an 800-ft. radius area. Moving from Medium to Long Range takes a full round action, and counts as running.</p><p></p><p><strong>Tactical Range:</strong> This a mile out. It's a range you can manuever at, but not attack from. Only a few weird weapons can be used at this distance.</p><p></p><p><strong>Strategic Range:</strong> Beyond tactical range. This would be used for armies.</p><p></p><p>When you design combats, you could create different stages. Things like: the bridge, the river, the open field, the exterior of the boathouse, the interior of the boathouse, etc.</p><p></p><p>Perhaps to keep movement speed important, give changing a range a Difficulty Class. Call it a 'Move check.' Every character has a speed score, which is pretty much the same as what his speed would be in the core rules. But it grants a bonus to 'Move checks,' just like any stat. So if your speed is 30, you have a +10 bonus to Spd-based checks. If you're a halfling in Full Plate (Spd 15), your modifier would be +2.</p><p></p><p>Making a Move check is a move action.</p><p></p><p>Move checks between:</p><p>Stage and Stage - DC 25</p><p>Close and Medium - DC 30</p><p>Medium and Long - DC 50</p><p>Long to Tactical - DC 200</p><p>Tactical to Strategic - DC 1000</p><p></p><p>You can keep trying turn after turn, adding your results together for each check.</p><p></p><p>If you are in the same melee stage as a foe, you can make an Engage check, which is basically a Move check modified by how many foes are also in the stage, or who are already engaging the foe. You can attempt to engage once a round as a swift action, or you can spend a move action, automatically engage the foe, and incur an AoO from that foe. </p><p></p><p>I haven't worked out the specifics yet, but probably some weapons might provide a bonus to engage checks, like longspears, and they might raise the DC of your opponent's attempts to engage you. You could also try to avoid everyone for the round, making your own Move check, which sets the DC to engage you.</p><p></p><p>Instead of having ranged increments, weapons would have listed penalties for different ranges. So a crossbow might have a -2 penalty if you attack from Medium range, whereas a spear might have -4.</p><p></p><p>How does <em>that</em> sound?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1664948, member: 63"] I spent a few hours thinking about this on a road trip once, and came up with this rough system. There are various Ranges in the combat system. [b]Melee Stage:[/b] This is about a 20- or 30-ft. radius area. [b]Medium Range:[/b] Roughly a 150-ft. radius area, which may contain several melee stages. Moving between two melee stages, or from melee to medium range, is a full round action. [b]Long Range:[/b] Roughly an 800-ft. radius area. Moving from Medium to Long Range takes a full round action, and counts as running. [b]Tactical Range:[/b] This a mile out. It's a range you can manuever at, but not attack from. Only a few weird weapons can be used at this distance. [b]Strategic Range:[/b] Beyond tactical range. This would be used for armies. When you design combats, you could create different stages. Things like: the bridge, the river, the open field, the exterior of the boathouse, the interior of the boathouse, etc. Perhaps to keep movement speed important, give changing a range a Difficulty Class. Call it a 'Move check.' Every character has a speed score, which is pretty much the same as what his speed would be in the core rules. But it grants a bonus to 'Move checks,' just like any stat. So if your speed is 30, you have a +10 bonus to Spd-based checks. If you're a halfling in Full Plate (Spd 15), your modifier would be +2. Making a Move check is a move action. Move checks between: Stage and Stage - DC 25 Close and Medium - DC 30 Medium and Long - DC 50 Long to Tactical - DC 200 Tactical to Strategic - DC 1000 You can keep trying turn after turn, adding your results together for each check. If you are in the same melee stage as a foe, you can make an Engage check, which is basically a Move check modified by how many foes are also in the stage, or who are already engaging the foe. You can attempt to engage once a round as a swift action, or you can spend a move action, automatically engage the foe, and incur an AoO from that foe. I haven't worked out the specifics yet, but probably some weapons might provide a bonus to engage checks, like longspears, and they might raise the DC of your opponent's attempts to engage you. You could also try to avoid everyone for the round, making your own Move check, which sets the DC to engage you. Instead of having ranged increments, weapons would have listed penalties for different ranges. So a crossbow might have a -2 penalty if you attack from Medium range, whereas a spear might have -4. How does [i]that[/i] sound? [/QUOTE]
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Has anyone done variant combat rules that remove the 5 ft. grid?
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