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General Tabletop Discussion
*Pathfinder & Starfinder
Playing without minis... an exercise in brainstorming
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<blockquote data-quote="Daniel D. Fox" data-source="post: 4224853" data-attributes="member: 55033"><p>I would completely normalize all movement across the grid for PC races, despite armor they wear.</p><p></p><p>The next thing that needs to be thrown out the door are specific square ranges. I'd simply use the terms Close, Near and Far.</p><p></p><p>Melee Range is toe-to-toe </p><p></p><p>Close means you can reach someone on foot in one round.</p><p></p><p>Near means you can reach someone on foot in two rounds, or one round if you Run as a part of movement.</p><p></p><p>Far means you can reach someone on foot in three rounds, or one and a half rounds if you Run as a part of movement.</p><p></p><p>Too Far means you cannot reach someone on foot for four rounds or two rounds if you Run as a part of movement and make initiative. Otherwise, you're going to be outrun if the foe has a higher Athletics.</p><p></p><p>Extrapolating distances for spells and powers I would work in the same way:</p><p>1-6 squares=Close</p><p>7-12 squares = Near</p><p>13-18 squares = Far</p><p>19+ Too Far</p><p></p><p>Bursts and Blasts would work the same way as above.</p><p></p><p>Opportunity Attacks only trigger whenever you move out of Melee range.</p><p></p><p>Push, Pull and Slide works in the same function, using the same methodology. Meaning, someone can be pushed, pulled or slid through the Melee Range, Close and Near ranges. This could mean you can forcibly move someone out of these ranges and inhibit movement. I would also recommend houseruling that whenever someone is moved forcibly into a solid object, he takes 1d6 damage for every two squares of movement. This will still give an edge to forced movement without miniatures to represent players.</p><p></p><p>The rest? DM fiat for traps, hazards and the like. Have players make constant Dexterity attacks vs. hazards that litter the battlefield. Have players make Athletics attacks vs. difficult terrain.</p></blockquote><p></p>
[QUOTE="Daniel D. Fox, post: 4224853, member: 55033"] I would completely normalize all movement across the grid for PC races, despite armor they wear. The next thing that needs to be thrown out the door are specific square ranges. I'd simply use the terms Close, Near and Far. Melee Range is toe-to-toe Close means you can reach someone on foot in one round. Near means you can reach someone on foot in two rounds, or one round if you Run as a part of movement. Far means you can reach someone on foot in three rounds, or one and a half rounds if you Run as a part of movement. Too Far means you cannot reach someone on foot for four rounds or two rounds if you Run as a part of movement and make initiative. Otherwise, you're going to be outrun if the foe has a higher Athletics. Extrapolating distances for spells and powers I would work in the same way: 1-6 squares=Close 7-12 squares = Near 13-18 squares = Far 19+ Too Far Bursts and Blasts would work the same way as above. Opportunity Attacks only trigger whenever you move out of Melee range. Push, Pull and Slide works in the same function, using the same methodology. Meaning, someone can be pushed, pulled or slid through the Melee Range, Close and Near ranges. This could mean you can forcibly move someone out of these ranges and inhibit movement. I would also recommend houseruling that whenever someone is moved forcibly into a solid object, he takes 1d6 damage for every two squares of movement. This will still give an edge to forced movement without miniatures to represent players. The rest? DM fiat for traps, hazards and the like. Have players make constant Dexterity attacks vs. hazards that litter the battlefield. Have players make Athletics attacks vs. difficult terrain. [/QUOTE]
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Playing without minis... an exercise in brainstorming
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