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Theatre of the Mind Combat in 4E
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<blockquote data-quote="Desalus" data-source="post: 6746590" data-attributes="member: 6779178"><p>[h=1]Theatre of the Mind Combat in 4E[/h]Submitted by <a href="http://community.wizards.com/users/Uskglass" target="_blank">Uskglass</a> 3 years ago</p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">This is an adaptation of a relative proximy zone, ToTM stylem combat system (as seen in WFRPG 3e and 13th Age) to D&D 4E. It can be used as replacement of grid combat, but since it doesn't change the basic stats and numbers of 4E it is always possible to switch from one to the other for each battle. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">It makes combat a bit more hazy and unpredictable, trading off a some tactical control for the sake of smoothness and a more organic, freeform feel.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><u></u></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><u>Background</u>: As seen in WFRPG 3e and 13th Age, the system works using zones of relative proximity. Basically once in combat anything is either Engaged (melee reach), Nearby (1 move action away) or Far Away (2 move actions away). It is still a good idea using minis or tokens for ease of visualisation (we do), but it's not required.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">STATES AND MOVEMENTS </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• Engaged = Melee (base contact) </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• Nearby = One move action away (5 squares or more) </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• Far away = Two move actions away (10 squares or more) </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• Disengage = Shift; with # being the number of enemies disengaging from (shift 1 = disengage 1 enemy); no roll required </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• Difficult Terrain = Slowed = Movement 4 or less : Nearby becomes Far Away, Shift is halved (round down) </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• Flanking = two or more allies engaging the same target</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">RANGES AND AREAS OF EFFECT </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• Range 10+ = any Nearby or Far Away target </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• Range 5+ = any Nearby target </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• Blast = Nd3 Nearby targets in a group (3=1d3; 5=2d3) </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• Area burst = Nd3 Nearby targets to origin in a group (1=1d3; 2=2d3) </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• Close Burst = All Engaged targets + Nd3 Nearby in a group (2=1d3; 3=2d3) </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• Walls = 1dN Nearby targets to origin per square of wall (round down). One move action to bypass the wall, if possible </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• Friendly fire = allies engaged to affected targets need a saving throw to avoid AoE/Walls targeting ‘creatures’ in the area</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">FORCED MOVEMENT </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• Pull = Move towards origin </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• Push = Move away from origin </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• Slide = Move anyway from origin </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• 5+ = Specific position Nearby in the direction </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">• 4 or less = Generic position Nearby in the direction (roll 1d4 and add it to the forced movement: a total of 6+ means a specific position is achieved in the direction of the movement)</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p></blockquote><p></p>
[QUOTE="Desalus, post: 6746590, member: 6779178"] [h=1]Theatre of the Mind Combat in 4E[/h]Submitted by [URL="http://community.wizards.com/users/Uskglass"]Uskglass[/URL] 3 years ago [COLOR=#333333][FONT=Open Sans]This is an adaptation of a relative proximy zone, ToTM stylem combat system (as seen in WFRPG 3e and 13th Age) to D&D 4E. It can be used as replacement of grid combat, but since it doesn't change the basic stats and numbers of 4E it is always possible to switch from one to the other for each battle. It makes combat a bit more hazy and unpredictable, trading off a some tactical control for the sake of smoothness and a more organic, freeform feel. [U] Background[/U]: As seen in WFRPG 3e and 13th Age, the system works using zones of relative proximity. Basically once in combat anything is either Engaged (melee reach), Nearby (1 move action away) or Far Away (2 move actions away). It is still a good idea using minis or tokens for ease of visualisation (we do), but it's not required. STATES AND MOVEMENTS • Engaged = Melee (base contact) • Nearby = One move action away (5 squares or more) • Far away = Two move actions away (10 squares or more) • Disengage = Shift; with # being the number of enemies disengaging from (shift 1 = disengage 1 enemy); no roll required • Difficult Terrain = Slowed = Movement 4 or less : Nearby becomes Far Away, Shift is halved (round down) • Flanking = two or more allies engaging the same target RANGES AND AREAS OF EFFECT • Range 10+ = any Nearby or Far Away target • Range 5+ = any Nearby target • Blast = Nd3 Nearby targets in a group (3=1d3; 5=2d3) • Area burst = Nd3 Nearby targets to origin in a group (1=1d3; 2=2d3) • Close Burst = All Engaged targets + Nd3 Nearby in a group (2=1d3; 3=2d3) • Walls = 1dN Nearby targets to origin per square of wall (round down). One move action to bypass the wall, if possible • Friendly fire = allies engaged to affected targets need a saving throw to avoid AoE/Walls targeting ‘creatures’ in the area FORCED MOVEMENT • Pull = Move towards origin • Push = Move away from origin • Slide = Move anyway from origin • 5+ = Specific position Nearby in the direction • 4 or less = Generic position Nearby in the direction (roll 1d4 and add it to the forced movement: a total of 6+ means a specific position is achieved in the direction of the movement) [/FONT][/COLOR] [/QUOTE]
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