delericho
Legend
A movement phase doesn't work with D&D as-is, since you can choose to attack-then-move, move-then-attack, or even make one contingent on the results of the other.
It's all about building a model of how combat is expected to work, and then applying that. D&D 4e has gone for a model with slightly bizarre geometry (1-1-1-1 diagonals), discrete rounds (can't split a jump between two rounds, regardless of Athletics), and no support for simultaneous actions (two characters are handcuffed together - how quickly can then walk down a corridor?).
Other models are of course possible. They would probably handle some things better and some things worse. They may be simpler, more complex, or about the same.
As I said: it's all about building the model you like, and going with that.
(Personally, if we're having a grid at all, and especially if we're using a VTT, I favour a hex-based movement system with really small hexes. Add plenty of support for reactions (and some support for simultaneous actions), and you'd get something really quite good, I think.)
It's all about building a model of how combat is expected to work, and then applying that. D&D 4e has gone for a model with slightly bizarre geometry (1-1-1-1 diagonals), discrete rounds (can't split a jump between two rounds, regardless of Athletics), and no support for simultaneous actions (two characters are handcuffed together - how quickly can then walk down a corridor?).
Other models are of course possible. They would probably handle some things better and some things worse. They may be simpler, more complex, or about the same.
As I said: it's all about building the model you like, and going with that.
(Personally, if we're having a grid at all, and especially if we're using a VTT, I favour a hex-based movement system with really small hexes. Add plenty of support for reactions (and some support for simultaneous actions), and you'd get something really quite good, I think.)