TL; DR here is this is a neat system, and I'm looking for a vibe check.
So as most know, I've been working on my game for a while, and in support of finally beginning to write actual content for it, I'm cleaning up and integrating updates to my Combat system, including the above update to what I call the Combat Grid.
For those that recognize it, this is based on the Tactical Grid from Hollows, and elaborates on it considerably to allow for more kinds of scenarios other than just boss battles.
The idea here is that, as it is in Hollows, that each 'Position' here represents an arbitrary Zone on a given battle space, and can be anywhere from a few feet to entire fields, but simultaneously represents the relative positioning of any who occupy these Positions, which allows for my simplistic take on Flanking rules, which in a nutshell just involve the attacker moving inward towards the Churn to attack a single target in one Movement, which in turn lets their attack be much harder to reliably React to and defend against by their target (thus ultimately increasing their damage indirectly). It can still be reacted against, without the penalty, by the targets allies, so teamwork counts for a lot with Flanking to both defend your allies and stop your enemies from defending their own.
I wasn't originally sold on bringing in the Tag system Hollows uses, but since playtesting it and comparing options it really does make the most sense. The Aerial and Depth Tags we see on the Grid are used to enable Verticality mechanics, like Vertical Assaults, where even Mages can leverage their own fall damage against a target, assuming they don't defend against it. (Think Assassins Creed)
They don't necessarily mean that theres always open sky or deep water, but are more about marking Elevations. A tower battle might have all six tags available, for example.
How Tags work is that they're either Indicators (like the Elevation Tags just discussed) or Claimables. Indicators apply to anybody in the Position, and the Elevation Tags are open to use with any Position. Other indicators, like Buildings, Obstacles, Difficult Terrain, or Turbulence, will be Position dependent.
Claimables are things like Cover or High Ground (hills, towers, walls, rooftops, etc) where only a few, or even one, combatants could make use of them simultaneously. Things like Cover or Buildings are also destructible and would indicate this.
While I don't have them on there yet, my thinking is that all the Tags will be listed on the Grid (but not in a way that takes up so much space like the Elevations do atm) and then the Keeper just has to call out and track whats available and any SP (Structural Points) are applicable.
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The Grid revolves around the Position called the "Churn" which is essentially where on a given battlespace the fight is likely to converge (typically its center). All other Positions radiate out from there, with the Support Positions being only one step away from fleeing the fight. (Currently accessible only through the Center, but once I have a computer that can do better than Paint I want to try out wrapping both Supports around the Grid)
As noted, this Grid is versatile. It can support the original Boss dynamics. In that use, the Boss fully occupies the Churn and treats the Flank as being within the Churn (meaning essentially they can attack the Flanks with melee, while everyone else still has to charge into the Churn to do the same, which has drawbacks), and the Boss doesn't move conventionally. Instead, everyone on the Grid can have their Positions shifted by the Boss, and with the 360 degree Grid Positions can be shifted pretty dramatically, which makes for some wild encounter design.
It of course works beautifully well with more typical Combat. Not much to say there!
Sieges are interesting with it even in the proto-state of how I'm going to do Warfare, as while we lack a lot of the Movement and Verticality normal combat revolves around, we're also seeing a lot of big numbers flying around, and the transition between the Siege itself and a conventional battle once walls and gates are breached is beautifully smooth.
When the time comes to really make Warfare something special (I have a huge backlog of theorycrafting for specifically hybridizing medieval warfare with high magic without it just turning into world war but magic), this will be even better.
And the last scenario that this works great for is Chase sequences, as the make up of the Grid actually makes the rules for it very simple: get to the other side before your enemies do, if one of them gets there with you, the chase starts over from Rear Support. If the side fleeing wants to just stop and fight, no weird lull, you're already on the Grid and can continue fighting.
And if either side wants to set up Ambushes, it works great especially in tandem with Class abilities, Magic, or Craftable items allowing for Tags to be created on the fly, including unique ones. Think Smoke Bombs, but also Molten Terrain.
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But anyway thats the gist of the Grid and what it can do and how it works out. Im mostly looking for a vibe check and see how people feel seeing it.
Admittedly the graphic is crummy and is still using shapes borrowed from Hollows, but I'm on limited equipment and this has generally worked just to facilitate playtesting. Definitely plan on having a cleaner and more uniform look to it when I can.
And naturally, if one doesn't appreciate how fun tactical combat can be, nor how fun wargames and boss fights can be, you might not appreciate or get what the Grid does.
While Labyrinthian Warfare isn't going to be as granular or crunchy as even simple war games are, it is going to have about as much depth, and part of the accessibility to that is rooted in this Grid, among other things.
A wargame that can be played anywhere is just neat given none of its depth is sacrificed to do it. The Grid fits on a single page of Letter (though does work better with Minis if you blow it up) which makes things very simple to deal with. I like to use magnetic push pins as markers.
Plus, the beauty is that, at least theoretically, you can apply the Grid onto a more elaborate terrain setup, so even if one wants to go for that full experience, there's no need to change the rules or learn new ones.