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RPG Evolution: The Half-Edition Shuffle
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<blockquote data-quote="Yaarel" data-source="post: 8551597" data-attributes="member: 58172"><p>My ideal is:</p><p></p><p>The core rules are strictly for theater of the mind, without grids, minis, or micromeasurements.</p><p></p><p>At the same time, a supplement is available that fully develops tactical grid combat, including class features, spells, and feats that refer to grid combat.</p><p></p><p>It would be helpful if this supplement also handles mass combat for armies, and somehow has mechanics that can manage the actions of individual characters as well as the abstractions of the actions of large groups.</p><p></p><p>With regard to theater of the mind, all distances should simplify into the following ballpark distances:</p><p></p><p>upto 3 feet (1 m): engage melee</p><p>upto 10 feet (3m): reach</p><p>upto 30 feet (10 m): close move/throw</p><p>upto 100 feet (30 m): lightningbolt</p><p>upto 300 feet (100 m): bowshot</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8551597, member: 58172"] My ideal is: The core rules are strictly for theater of the mind, without grids, minis, or micromeasurements. At the same time, a supplement is available that fully develops tactical grid combat, including class features, spells, and feats that refer to grid combat. It would be helpful if this supplement also handles mass combat for armies, and somehow has mechanics that can manage the actions of individual characters as well as the abstractions of the actions of large groups. With regard to theater of the mind, all distances should simplify into the following ballpark distances: upto 3 feet (1 m): engage melee upto 10 feet (3m): reach upto 30 feet (10 m): close move/throw upto 100 feet (30 m): lightningbolt upto 300 feet (100 m): bowshot [/QUOTE]
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