Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Headed for rune
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 5619809" data-attributes="member: 54877"><p>Tried a quick post on the blog, but not sure if it let me or not. Anyway, this is what I had to say about zones and movement:</p><p> </p><p>Really like the articles so far, and some useful stuff for the direction I have been going myself. One of the similarities is that I was looking at abstract time in combat, in order to handle player action order efficiently, but I had not considered zones.</p><p> </p><p>So have you considered rolling initiative every round and/or combining the initiative roll with the movement roll? That gets a lot of good mileage out of one roll. Roll well enough, you get where you want to be, and get to act first. But if where you want to go is far away, those modifiers mean that you act later. "Fail" your initiative/movement roll, and you get stopped short of your goal and you go very late in the order.</p><p> </p><p>This combo solves another issue I was having, too. Namely, I wanted a declarative phase that was very simple and general, but did lock in the player slightly and have consequences. But I also wanted the players who went late to still be free to act based on the situation as it then stood. Declaring desired location, then rolling for success/initiative order, then dealing with it, meets that goal, I think.</p><p> </p><p>Using stuntways could be a gamble, here. Make it, and you are effectively improving your initiative. Miss it, and you hurt initiative.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5619809, member: 54877"] Tried a quick post on the blog, but not sure if it let me or not. Anyway, this is what I had to say about zones and movement: Really like the articles so far, and some useful stuff for the direction I have been going myself. One of the similarities is that I was looking at abstract time in combat, in order to handle player action order efficiently, but I had not considered zones. So have you considered rolling initiative every round and/or combining the initiative roll with the movement roll? That gets a lot of good mileage out of one roll. Roll well enough, you get where you want to be, and get to act first. But if where you want to go is far away, those modifiers mean that you act later. "Fail" your initiative/movement roll, and you get stopped short of your goal and you go very late in the order. This combo solves another issue I was having, too. Namely, I wanted a declarative phase that was very simple and general, but did lock in the player slightly and have consequences. But I also wanted the players who went late to still be free to act based on the situation as it then stood. Declaring desired location, then rolling for success/initiative order, then dealing with it, meets that goal, I think. Using stuntways could be a gamble, here. Make it, and you are effectively improving your initiative. Miss it, and you hurt initiative. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Headed for rune
Top