This looks pretty similar in concept to the hex movement rules I posted in the House Rules forum. One thing that people particularly liked about that was how I resolved partial hexes created by right-angled buildings. My rule is that each side that is pierced, partially blocked, or fully blocked by terrain counts as one foe for purposes of Harried effects. This allows for real tight face-to-face combat when appropriate.
Also, if any player complains that 1 hex = 2 yards, I tell them that "a hex" is a Theran unit of measurement equal to six feet.
A Unified Movement/Turn Mechanic. Thoughts?
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A Unified Movement/Turn Mechanic. Thoughts?
Last edited by Telarus_KSC on Mon Jul 06, 2015 9:52 pm, edited 4 times in total.
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Re: A Unified Movement/Turn Mechanic. Thoughts?
That was percolating in the back of my head. I do like the partially blocked Hex rules. That'll have to go in for Combat scale.
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Re: A Unified Movement/Turn Mechanic. Thoughts?
Last edited by freid78 on Mon Jul 06, 2015 2:46 pm, edited 1 time in total.
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Re: A Unified Movement/Turn Mechanic. Thoughts?
Thanks fried I'll think about how to clean up the Roads/Trails rules (and they should apply at scales above Combat). I like your Random Encounter method, that's interesting.
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Re: A Unified Movement/Turn Mechanic. Thoughts?
About movements penalty, after some consideration, it seems good to have a fine granular approch, but kinda taxing while playing. I would skim down the penalty to +1 for hills and forest, +2 for swamps and such. On a battle grid, it's easier to have 2 symbols only about the terrain. Anything above +2 should be a +2 and a dex test of (5) to pass through.
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