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Less miniature, simpler combats in 4E
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<blockquote data-quote="Angellis_ater" data-source="post: 5039199" data-attributes="member: 37442"><p>So, I've been contemplating changing how combat works for us. We've recently encountered a spacing problem (a table broke and now we don't have room to place large maps anymore) and I'm considering new options for how to handle 4E combats.</p><p></p><p>Right now I am considering creating smaller "zones" and use the following rules:</p><p></p><p>One move action takes you to an adjacent zone.</p><p>One run action takes you two zones. (Or two move actions).</p><p>Inside a zone, you are either engaged or not. Engaged is melee distance. Unengaged is Close.</p><p></p><p>Close Burst 1 = All engaged are targeted.</p><p>Close Burst 2-4 = All in zone are targeted.</p><p>Close Burst 5+ = All in zone and all in adjacent zones are targeted.</p><p></p><p>Ranged 5 is within 1 zone, Ranged 10 is from one zone to an adjacent and above that every 5 squares is one additional "zone" away.</p><p></p><p>Engaged Rules:</p><p></p><p>- If you are engaged to two or more enemies, you grant combat advantage.</p><p>- If you are engaged with atleast one enemy, you have cover against ranged attacks from outside your zone.</p><p>- If you are engaged to two or more enemies, you have cover against ranged attacks from inside your zone too.</p><p>- Shifting will unengage you from one enemy. More squares shifted = more enemies to unengage from.</p><p>- Leaving engaged/making ranged or Area attacks while engaged = opportunity attack.</p><p></p><p>The areas I have difficulty solving are how to handle Reach Weapons and Close Blasts, and Area Burst 1 attacks (Area Burst above that follow the Close Burst schematics above + range as per ranged attacks) - so do you have any suggestions and/or ideas?</p></blockquote><p></p>
[QUOTE="Angellis_ater, post: 5039199, member: 37442"] So, I've been contemplating changing how combat works for us. We've recently encountered a spacing problem (a table broke and now we don't have room to place large maps anymore) and I'm considering new options for how to handle 4E combats. Right now I am considering creating smaller "zones" and use the following rules: One move action takes you to an adjacent zone. One run action takes you two zones. (Or two move actions). Inside a zone, you are either engaged or not. Engaged is melee distance. Unengaged is Close. Close Burst 1 = All engaged are targeted. Close Burst 2-4 = All in zone are targeted. Close Burst 5+ = All in zone and all in adjacent zones are targeted. Ranged 5 is within 1 zone, Ranged 10 is from one zone to an adjacent and above that every 5 squares is one additional "zone" away. Engaged Rules: - If you are engaged to two or more enemies, you grant combat advantage. - If you are engaged with atleast one enemy, you have cover against ranged attacks from outside your zone. - If you are engaged to two or more enemies, you have cover against ranged attacks from inside your zone too. - Shifting will unengage you from one enemy. More squares shifted = more enemies to unengage from. - Leaving engaged/making ranged or Area attacks while engaged = opportunity attack. The areas I have difficulty solving are how to handle Reach Weapons and Close Blasts, and Area Burst 1 attacks (Area Burst above that follow the Close Burst schematics above + range as per ranged attacks) - so do you have any suggestions and/or ideas? [/QUOTE]
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