|
Post by zebaroth on Jan 9, 2010 5:06:22 GMT
what rules should be used for moving miniatures and what type of map grid hex or square
|
|
|
Post by Curufea on Jan 9, 2010 8:16:36 GMT
Don't use a grid - either hex or square. Move from room to room/area to area. Players may be in any part of an area when moving. Move NPCs after players move.
|
|
|
Post by allenshock on Jan 9, 2010 18:54:32 GMT
what rules should be used for moving miniatures and what type of map grid hex or square I took a cue from the chase rules and said an area for characters was a square 3m by 3m, and characters could move a number of squares equal to their Coordination attributes, with a max of 6, or their Speed if they had an ability to make it higher. Didn't worry about things like facing, diagonals and such. The result was pretty fast and usable, and it allowed me to get some use out of all the cardboard minis I've been printing out. Allen
|
|
scarecrow
1st Incarnation
Wibbley-Wobbley, Timey-Wimey!
Posts: 8
|
Post by scarecrow on Jul 4, 2010 9:20:17 GMT
I quite liked the Diaspora system which abstracts a vague map into 'Zones' not unlike DW's 'Areas'. It costs 1 move point to move between zones - unless there are barriers like a low wall or a locked door, in which case it costs more. The zones designate ranges too, though they're not of any specific size ranging very roughly from ten feet square to 100 metres square (or diameter). Each zone will have 'tags' or descriptors such as 'heavily wooded' or 'cluttered' or 'brightly lit' that will suggest modifiers to conflict rolls. You still use minis and you still use a map but they're more of a rough representation of where everyone is rather than a detailed scale map. The specifics are left up to the players and GM to describe.
Crow
|
|
|
Post by Curufea on Jul 4, 2010 20:43:04 GMT
Abstract is the way to go - it fits with the style of the setting.
However, that being said - why don't you just look at how fast humans can run? Look at an olympic gold medallist, give them the number "6" as the characteristic maximum humans can obtain. Divide their speed into 6 parts and give each a lesser number. Now you have movement rates.
|
|
scarecrow
1st Incarnation
Wibbley-Wobbley, Timey-Wimey!
Posts: 8
|
Post by scarecrow on Jul 5, 2010 7:47:05 GMT
Or just say 2" (or 2 squares/hexes) per coordination point.
Crow
|
|