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<blockquote data-quote="Lackhand" data-source="post: 4107807" data-attributes="member: 36160"><p>I, influenced by burning wheel, did come up with the idea of Nodes.</p><p></p><p>I haven't playtested this yet.</p><p></p><p>For each encounter area, draw a connected graph of Nodes, which represents areas in which characters can be. This isn't that complex -- "over by the door", "in the middle of the room", "by the altar", for instance. Each node has some capacity -- a character can't enter a node if it's choked through to capacity. One can only enter adjacent nodes (being able to fly, of course, redefines "adjacent"), and each character in a node has some placement score (initially 0, and any character entering a node gets a score equal to the current lowest score).</p><p>At the beginning of each character's turn, their placement drops (if necessary) so that it is higher than their closest competitor by no more than that character's speed. This is to prevent a guy standing in the middle of the room and getting the <em>best placement ever</em>.</p><p></p><p>Any move action spent within a node lets you add your speed to your current placement score. Anything that would move people around modifies their placement score by the appropriate quantity.</p><p></p><p>Determined by the specific node's qualities (how large is it?) the top half of the placement ladder all have combat advantage against the bottom half. Everyone is considered in melee with everyone else who 1) they've attacked at melee range, 2) has attacked them at melee range, 3) has a placement score no more than 3*squares of reach greater than them.</p><p></p><p>Reach also lets you reach into adjacent zones, so long as it's not stupid that you could reach that far.</p><p></p><p>This means that what the DM has to record is room description (well. Duh.) and the hit points and current (abstract) placement of monsters. I'm gonna try this out when I get up the effort for it.</p></blockquote><p></p>
[QUOTE="Lackhand, post: 4107807, member: 36160"] I, influenced by burning wheel, did come up with the idea of Nodes. I haven't playtested this yet. For each encounter area, draw a connected graph of Nodes, which represents areas in which characters can be. This isn't that complex -- "over by the door", "in the middle of the room", "by the altar", for instance. Each node has some capacity -- a character can't enter a node if it's choked through to capacity. One can only enter adjacent nodes (being able to fly, of course, redefines "adjacent"), and each character in a node has some placement score (initially 0, and any character entering a node gets a score equal to the current lowest score). At the beginning of each character's turn, their placement drops (if necessary) so that it is higher than their closest competitor by no more than that character's speed. This is to prevent a guy standing in the middle of the room and getting the [i]best placement ever[/i]. Any move action spent within a node lets you add your speed to your current placement score. Anything that would move people around modifies their placement score by the appropriate quantity. Determined by the specific node's qualities (how large is it?) the top half of the placement ladder all have combat advantage against the bottom half. Everyone is considered in melee with everyone else who 1) they've attacked at melee range, 2) has attacked them at melee range, 3) has a placement score no more than 3*squares of reach greater than them. Reach also lets you reach into adjacent zones, so long as it's not stupid that you could reach that far. This means that what the DM has to record is room description (well. Duh.) and the hit points and current (abstract) placement of monsters. I'm gonna try this out when I get up the effort for it. [/QUOTE]
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