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.
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.