D&D General Movement in Theater of the Mind for DnD 5e

OptionalRule

Hyperion
I've been playing around with this cool Theater of the Mind movement system for D&D that's been a game-changer. It's super easy, keeps combat flowing, and my players are loving the extra freedom. Works great for 5e, but you could totally use it for almost any edition and most other games too.

The core idea is simple - players declare their movement intentions using a set of predefined maneuvers (like Engage, Avoid, or Line Up A Shot), and conflicts are resolved with opposed skill checks. It maintains tactical depth without the need for precise positioning, keeping combat dynamic and narrative-focused. The system uses simplified ranges (Move Range and Extended Range) and includes special considerations for things like flanking, reach weapons, and various D&D-specific mechanics. It's designed to enhance player agency and keep the action flowing smoothly.

The down side it it adds more rolls, but in my experience this moves faster than people debating over grid squares and inspires players to get more creative.

Let me know what you think if you give it a try.

Full post is here on my blog.
 

log in or register to remove this ad

On the surface it looks good and has much in common with the TotM system we're developing, so that is encouraging on both sides of the equation. :)

We aren't doing opposed skill checks, necessarily, but just the idea of encounter ranges and actions such as Engage, Withdraw, Reposition, etc.

When I have more time, I'll review your blog in greater depth and offer additional feedback then.
 

On the surface it looks good and has much in common with the TotM system we're developing, so that is encouraging on both sides of the equation. :)

We aren't doing opposed skill checks, necessarily, but just the idea of encounter ranges and actions such as Engage, Withdraw, Reposition, etc.

When I have more time, I'll review your blog in greater depth and offer additional feedback then.
I'll be interested in reading this. All of these are less of a "system" and more of a general idea. It only looks complicated when you have to write it all out.
 


@OptionalRule

Most of the time, when players declare their movements it can be automatic, including to "engage" someone in combat. It is a good idea to resort to rolls when there is uncertainty, such as engagement versus avoidance.

In my game, I tend to refer to following distances:

• Engaged, Adjacent: typically within 10 feet (but from 0 feet occupying the same space to 20 feet if extending reach)
• Near, Close Range, Move, Weapon "Throw": typically within 30 feet (but includes 20 to 60)
• Far, Short Range: typically 100 feet (but includes 60 to 200)
• Far, Mid Range, "Bow Shot": typically 300 feet (within an accurate arrow, but includes 200 to 600)
• Far, Long Range: typically 1000 feet (but includes 600 to 2000)
• Remote (anything beyond, to any distance)

The "Far" distances happen rarely but sometimes come into play for spell descriptions and missile distances. For example, Fireball is a Short Range away, and affecting all "Adjacent" to the target of impact. Notably, a bow shooter can hit a spellcaster while remaining out of reach of spells.

I might simplify the Far distances in the future, but to do so would affect the value of things like Drow darkvision and so on. With the Short-Mid-Long divisions, official distances remain moreorless equivalent.
 

@OptionalRule

Most of the time, when players declare their movements it can be automatic, including to "engage" someone in combat. It is a good idea to resort to rolls when there is uncertainty, such as engagement versus avoidance.

In my game, I tend to refer to following distances:

• Engaged, Adjacent: typically within 10 feet (but from 0 feet occupying the same space to 20 feet if extending reach)
• Near, Close Range, Move, Weapon "Throw": typically within 30 feet (but includes 20 to 60)
• Far, Short Range: typically 100 feet (but includes 60 to 200)
• Far, Mid Range, "Bow Shot": typically 300 feet (within an accurate arrow, but includes 200 to 600)
• Far, Long Range: typically 1000 feet (but includes 600 to 2000)
• Remote (anything beyond, to any distance)

The "Far" distances happen rarely but sometimes come into play for spell descriptions and missile distances. For example, Fireball is a Short Range away, and affecting all "Adjacent" to the target of impact. Notably, a bow shooter can hit a spellcaster while remaining out of reach of spells.

I might simplify the Far distances in the future, but to do so would affect the value of things like Drow darkvision and so on. With the Short-Mid-Long divisions, official distances remain moreorless equivalent.
Thus the line, "If two opponents want the same thing (like engaging in melee), let it happen without a roll."
 

Our "current" ranges for encounter distance, weapons, speed, etc. are:

1729529286014.png


The "feet" entries are more for people who want specifics. We aren't to the part of deciding if this is ultimately the direction we're going or not, so we don't really have "rules" fleshed out for it yet.
 

In theater of the mind I find it best to use simple ranges- I stole most from 13th Age and added one... I think Shadowdark ended up using something similar.

Engaged(melee), close(30ft), near(60ft), far(120ft+)

Most of the ranges are within one move of one-another, although this sort of abstraction does mean that somewhat fast (35,40ft) or somewhat slow (25ft) characters will effectively be treated as standard 30ft speed.
 

@ezo


For comparison, I am doing the following.

10 feet, adjacent
30 feet, near
100 feet, far
300 feet, far ("bow shot")
1000 feet, far

Really, only 10 feet and 30 feet matter in most combat encounters.

All "thrown" weapons have "near" range 30 feet (upto 60 feet), but can extend to "far" (short range) at a disadvantage. So there, is no meaningful difference in distance between "throwing" a rock, dagger, hammer, or javelin. "Shooting" a bow or crossbow however is significantly farther away.

Movement is almost always to some place "near" (within 30 feet but upto 60 feet). Movement to somewhere "far" in one round is rare, and only certain creatures have a speed fast enough to do it. In a chase, opposed checks seem like a good idea, with the faster speed enjoying the advantage. Slow creatures can only move somewhere "adjacent" in a round.
 

Trending content

Remove ads

Top