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<blockquote data-quote="Minigiant" data-source="post: 4548752" data-attributes="member: 63508"><p>So I was thinking of converting 4E into a simple system that works without minis while keeping all the importance of the squares. It would look like this.</p><p> </p><p>Field 1- </p><p>Center: Empty</p><p>Border: Wizard, Ranger</p><p> </p><p>Field 2-</p><p>Center: Fighter, Warlord, Rogue, Goblin Cutter, Goblin Warrior, Icy Terrian</p><p>Border: 2 Goblin Cutters</p><p> </p><p><span style="font-size: 12px"><strong>Basics:</strong></span></p><p> </p><p>Each location is broken up into fields. A field is 25 squares swaped into a 5x5 square. Each field contants two parts of halves, the center and the border. The center is the middle of the field that allows easy access to everyone in the field. The border is the edges of the field.</p><p> </p><p><strong>Placement and Positioning:</strong></p><p> </p><p>Large or smaller creatures can be in the center or border of a field. Larger creatures are in both the center and border of a field unless they squeeze to a smaller size. </p><p> </p><p>All creatures in the center of a field is adjancent to all other creatures in the center of the same field. </p><p>All creatures in the border of a field is adjancent to all other creatures in the border of the same field.</p><p>All creatures in one half of a field is 1 square away from all other creatures in different half of the same field for the purpose of reach. </p><p>All creatures in one half of a field is 3 square away from all other creatures in an adjacent field for the purpose of reach. </p><p> </p><p>If you have an ally with at least speed 3 in the same half of a field as you, you and the ally flank all enemies in that half of the field.</p><p> </p><p>A burst 1, burst 2, blast 3, or blast 4 covers an entire half of a field. A burst 3 or blast 5 cover both halves of a fiield</p><p> </p><p><strong>Space:</strong></p><p> </p><p>A field can be open, crowded, or overcrowed. The sum of the squares occupied by enemies and the squares of difficult terrain determines how crowed a field is. A field with 0-7 of these square is open, 8-15 of these squares is crowded, and 16 or more is overcrowed.</p><p> </p><p><strong>Movement:</strong></p><p> </p><p>For the purpose of movement, each field is 5 squares away and each half of a field is 2 squares away from the other half of the field.</p><p> </p><p>There is a cummulative -1 penalty to speed for each square a creature wishes to avoid when moving. This penalty increases to -2 in overcrowded fields.</p><p> </p><p>A crowded or overcrowded field grants a -1 penalty to speed.</p><p> </p><p>A pushed creature who does not not leave the half of the field is 1 square away from each other creature if the pusher wishes.</p><p> </p><p> </p><p> </p><p>What do you think?</p></blockquote><p></p>
[QUOTE="Minigiant, post: 4548752, member: 63508"] So I was thinking of converting 4E into a simple system that works without minis while keeping all the importance of the squares. It would look like this. Field 1- Center: Empty Border: Wizard, Ranger Field 2- Center: Fighter, Warlord, Rogue, Goblin Cutter, Goblin Warrior, Icy Terrian Border: 2 Goblin Cutters [SIZE=3][B]Basics:[/B][/SIZE] Each location is broken up into fields. A field is 25 squares swaped into a 5x5 square. Each field contants two parts of halves, the center and the border. The center is the middle of the field that allows easy access to everyone in the field. The border is the edges of the field. [B]Placement and Positioning:[/B] Large or smaller creatures can be in the center or border of a field. Larger creatures are in both the center and border of a field unless they squeeze to a smaller size. All creatures in the center of a field is adjancent to all other creatures in the center of the same field. All creatures in the border of a field is adjancent to all other creatures in the border of the same field. All creatures in one half of a field is 1 square away from all other creatures in different half of the same field for the purpose of reach. All creatures in one half of a field is 3 square away from all other creatures in an adjacent field for the purpose of reach. If you have an ally with at least speed 3 in the same half of a field as you, you and the ally flank all enemies in that half of the field. A burst 1, burst 2, blast 3, or blast 4 covers an entire half of a field. A burst 3 or blast 5 cover both halves of a fiield [B]Space:[/B] A field can be open, crowded, or overcrowed. The sum of the squares occupied by enemies and the squares of difficult terrain determines how crowed a field is. A field with 0-7 of these square is open, 8-15 of these squares is crowded, and 16 or more is overcrowed. [B]Movement:[/B] For the purpose of movement, each field is 5 squares away and each half of a field is 2 squares away from the other half of the field. There is a cummulative -1 penalty to speed for each square a creature wishes to avoid when moving. This penalty increases to -2 in overcrowded fields. A crowded or overcrowded field grants a -1 penalty to speed. A pushed creature who does not not leave the half of the field is 1 square away from each other creature if the pusher wishes. What do you think? [/QUOTE]
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