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caul wrote:I was thinking about being so abstract as to treat all combat as being close, short, and long ranged. The only concern I have with this is that pretty much destroys the point of Speed...but I might be able to live with that...
extrakun wrote:You may want to play with the concept of 'zones'. Basically, you draw a map of the area (a stylized one, no need for squares or scale) and just divide the map into zones, where one zone is about one round of movement (or 12 yards). You can take into consideration terrain and etc. (so a the side of a hill consists of smaller zones)
Troll66 wrote:WFRP 3rd ed uses a NO map NO figs approach. Ranges are engaged, close, medium, long and very long. You need to use a maneuvre action to change range band (you get an action and a free manuevre - extra maneuvres are possible but cost fatigue).
Also uses marker card stand ups with counters in between groups to show range bands. Also uses terrai cards which list anyterrain effects to play. very cool and 100% narrative focus.
Brokensoul wrote:Just describe the action and placement of the bad guys. I will use extra dice lying around sometimes to represent placement if I am not using a map and mini.
The only real issue is being fair as a GM when determining range and how many and who are caught in area effect spells.
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