volanin
Adventurer
I am finding this mental style especially useful for my near future setting.
I use real Google and Bing maps. The highest resolution for the buildings and so on is still about one magnitude too small to use as a grid. But to divide the areas up into zones, and then use mental style, works out awesome.
Let me know how it goes!
=)
Conceptually I really love this idea. I like TotM combat, but it often suffers for being a little too simplistic. Your core idea adds some interesting complexity and decision-making without worrying about grid placements.
A few comments/questions:
- How exactly does Engage "win" over Dash? Just that Dash provokes an AoO? It doesn't prevent Dash, though, right?
You're right, it wins because Dashing while Engaged provokes an AoO from every creature you're Engaged with.
By default, being Engaged with a creature does not prevent Dashing, because this locks down combat too much, which is the opposite dynamic that this system is trying to achieve. But you could easily add this ability to some monsters, like Giant Frogs being able to pull a Dashing creature back into Engagement with their tongues. Used sparringly, this does make combat more interesting (and ranged attackers more dangerous).
- Because the roshambo happens between multiple units, is there a danger that as A counters B, and C counters B, and D counters C, the team with the most players "wins".
The way the system is designed, the counters don't cascade like this, so this is a non-issue.
The "deepest cascading counter count" is 2:
1. Creature A Dashes into Creature B to avoid the possibility of being Intercepted (Dash counters Intercept).
2. But before that, Creature A is attacked (AoO) by Creature C because it was Engaged with it (Engaged counters Dash).
The AoO can't be Intercepted, since you only Intercept engagements and not attacks.
- It seems like the trickiest part of this is that many of the rules it dispenses with (e.g. movement rates) are integral to many spells and abilities. You've addressed some of those options, but to cover every case would start to bog down your otherwise simple and elegant rules with tons of fine print (wouldn't it?) or risk accidentally nerfing some classes. Or am I imagining problems that don't exist.
Actually, I find that converting the movements rates and the various distances of spells and other powers makes the game simpler and faster, without making it shallower.
One of the great benefits of Grid Combat is avoiding the "mother may I?" characteristic so prevalent in TotM games. You just look at the Grid, see that you're X squares away from an enemy, and you instantly know if a power reaches the enemy or not. You don't have to ask your DM; as soon as your turn comes, you just do it. And this is really impossible in TotM when one spell has 30ft. range, another has 40ft. range, yet another has 50ft. range, and the DM has to adjudicate what is able to reach the enemy and what isn't...
With the distance/movement simplification, it's extremely easy to bring this Grid Combat advantage into TotM Combat, and things just fly when players get used to it. Power is Near Range and can affect 3 targets? Just choose 3 enemies in your own combat zone and blast away!
Of course some nuances from some select powers are lost in translation. Some powers play slightly different and indeed some tactics that work in Grid Combat won't be as effective in TotM Combat. But the opposite is also true... and awesome. Expecting them to play exactly the same just shots down the strong aspects of both Combat styles!