I’ve been mucking about with gridless play for a while now, but keep finding that movement based powers suffer as a result. The following is my embryonic idea for making them mechanically viable. It’s literally ten minutes old, so feel free to amend, criticise or demolish.
1) Movement and positioning occur within the abstract. Common sense and narrative plausibility dictate which attacks are applicable and which actions need to be spent to reach a target.
2) Powers you use that move yourself or an ally earn one Tactical Point per square. Powers that move enemies subtract one Tactical point from their total and add it to yours. If your enemy has no TPs you treat the power as though it moved you. Tactical Points earned by each side are thrown into respective pots, which anyone from that side can draw from on their next turn. You can either earn or spend TPs on your turn, never both.
3) And now the biggie: what do you spend TPs on? I’ve no idea what the TP economy should be so I’d appreciate some help. Here are my initial ideas:
a) Additional damage
b) Second Wind - Can only be activated by spending TPs. Each TP spent restores 1 (or 2, or 3?) hit points, up to your surge total.
c) TPs recharge monster powers, at a cost equal to (or a multiplier of?) the die result required to recharge.
d) Gaining combat advantage - No idea how to cost this.
e) Other stuff – Ambushes, manoeuvres, etc. Needs further work.
...And that’s it for now.
Thoughts?
1) Movement and positioning occur within the abstract. Common sense and narrative plausibility dictate which attacks are applicable and which actions need to be spent to reach a target.
2) Powers you use that move yourself or an ally earn one Tactical Point per square. Powers that move enemies subtract one Tactical point from their total and add it to yours. If your enemy has no TPs you treat the power as though it moved you. Tactical Points earned by each side are thrown into respective pots, which anyone from that side can draw from on their next turn. You can either earn or spend TPs on your turn, never both.
3) And now the biggie: what do you spend TPs on? I’ve no idea what the TP economy should be so I’d appreciate some help. Here are my initial ideas:
a) Additional damage
b) Second Wind - Can only be activated by spending TPs. Each TP spent restores 1 (or 2, or 3?) hit points, up to your surge total.
c) TPs recharge monster powers, at a cost equal to (or a multiplier of?) the die result required to recharge.
d) Gaining combat advantage - No idea how to cost this.
e) Other stuff – Ambushes, manoeuvres, etc. Needs further work.
...And that’s it for now.
Thoughts?