Dragonblade
Adventurer
When you run narrative combat in 4e, run it just like you would running an old school 1e/2e narrative combat. Describe what you are doing, use your actions appropriately and the DM adjudicates where the PCs are in relation to the monsters. There are no squares and playing old school narrative style means trusting your DM to be fair and impartial when describing the relative locations of PCs, monsters, and environmental obstacles.
While in melee combat, a PC/monster can trade movement for Tactic Points. Whenever a PC/monster trades in their movement for TPs, they don't actually move. Rather gaining TPs represents the PC/monster ducking, weaving, and essentially maneuvering around their foes using footwork, etc. to gain an advantage in combat for themselves or their allies.
Every square of movement that a PC/monster moves or forces movement can be traded to grant the party an equivalent number of Tactic Points instead of moving as follows:
Move - A PC/monster can trade one Move action for a number of TPs equal to the number of squares they can move. Trading a normal move action for TP's immediately draws an OA from every opponent they are in melee with. (Remember, you must be in melee to earn TP's.)
Shift - A PC/monster can trade every square they could normally shift for an equivalent number of TP's. No OAs.
Forced movement (pushes, pulls, and slides only) - A PC/monster can trade every square of forced movement they might normally inflict on an opponent into TPs in lieu of actually moving the opponent.
Squares of movement traded for TP's can come from any power or action that grants movement. TP's are a shared resource and all TP's generated by the PCs are put into a pool that all PC's draw from. Monsters build up their own pool.
10 TP's can be taken from the pool and spent by a single PC/monster to gain combat advantage for one round. Or 15 TP's can be spent to reroll any one missed attack roll or saving throw. Although you must be melee to earn a TP by trading in movement, any PC can spend the points earned. This could represent PCs in combat trying to maneuver around a monster to give their archer ally a better shot.
Thoughts? Any tweaks? I recognize that some PCs will try to build up TPs quickly so I didn't want to make the benefits too good, but I thought it would be a nice tradeoff when running a narrative combat where powers that provide movement aren't normally as useful due to the narrative non-grid based nature of it.
While in melee combat, a PC/monster can trade movement for Tactic Points. Whenever a PC/monster trades in their movement for TPs, they don't actually move. Rather gaining TPs represents the PC/monster ducking, weaving, and essentially maneuvering around their foes using footwork, etc. to gain an advantage in combat for themselves or their allies.
Every square of movement that a PC/monster moves or forces movement can be traded to grant the party an equivalent number of Tactic Points instead of moving as follows:
Move - A PC/monster can trade one Move action for a number of TPs equal to the number of squares they can move. Trading a normal move action for TP's immediately draws an OA from every opponent they are in melee with. (Remember, you must be in melee to earn TP's.)
Shift - A PC/monster can trade every square they could normally shift for an equivalent number of TP's. No OAs.
Forced movement (pushes, pulls, and slides only) - A PC/monster can trade every square of forced movement they might normally inflict on an opponent into TPs in lieu of actually moving the opponent.
Squares of movement traded for TP's can come from any power or action that grants movement. TP's are a shared resource and all TP's generated by the PCs are put into a pool that all PC's draw from. Monsters build up their own pool.
10 TP's can be taken from the pool and spent by a single PC/monster to gain combat advantage for one round. Or 15 TP's can be spent to reroll any one missed attack roll or saving throw. Although you must be melee to earn a TP by trading in movement, any PC can spend the points earned. This could represent PCs in combat trying to maneuver around a monster to give their archer ally a better shot.
Thoughts? Any tweaks? I recognize that some PCs will try to build up TPs quickly so I didn't want to make the benefits too good, but I thought it would be a nice tradeoff when running a narrative combat where powers that provide movement aren't normally as useful due to the narrative non-grid based nature of it.