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Jurij 1138
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Re: Combat Maps?

Wed 04 Oct 2017, 00:36

Good thread here.

Our current plan is to stay with fairly broad methods of measuring distance, but to make it a little more concrete than, for example, Mutant: Year Zero. In the current draft, we use a system of zones or areas, a little similar to how some FATE systems do it. A combat area can be, for example, a room or a stretch of dungeon (large halls or outdoor locations can consist of several areas). Combattants in the same area are Close to each other, the distance to an adjacent area is Short and beyond that is Long range. To enter into melee combat, most weapons require you to move into Arm's Length (some weapons like pikes and whips can let you attack from Close range). Most maps will indicate the combat areas, allowing control of movement without getting too detailed.
Is fine with me. But don’t know if I like Arm‘s Length. Find Engaged and Disengaged better. But Arm‘s Lenght is okay - will buy the game even when this term is used ;)
Or melee/touch
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9littlebees
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Re: Combat Maps?

Wed 04 Oct 2017, 11:58

Sounds great, @Tomas.  Loved it in FATE Core, and always find it welcome when I see something similar in other systems (MYZ, Star Wars EOTE, etc).
I make YZE games (https://drivethrurpg.com/browse.php?author=Matt%20Kay) and produce predominately Free League content on my YouTube channel (https://youtube.com/@3skulls)
 
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Tomas
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Re: Combat Maps?

Wed 04 Oct 2017, 21:49

Good thread here.

Our current plan is to stay with fairly broad methods of measuring distance, but to make it a little more concrete than, for example, Mutant: Year Zero. In the current draft, we use a system of zones or areas, a little similar to how some FATE systems do it. A combat area can be, for example, a room or a stretch of dungeon (large halls or outdoor locations can consist of several areas). Combattants in the same area are Close to each other, the distance to an adjacent area is Short and beyond that is Long range. To enter into melee combat, most weapons require you to move into Arm's Length (some weapons like pikes and whips can let you attack from Close range). Most maps will indicate the combat areas, allowing control of movement without getting too detailed.
It feels old school-y,
(What I learnt to do is just state the appropriate range based on how I visualised the scene, less metric more poetic license, the momentum of play was more important)
That works here as well - if you run a fast encounter on the fly, you don't need a map with combat areas. You can just wing it using the range categories. Premade locations however will have maps with combat areas indicated, to help facilitate play.
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ChaosAptom
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Re: Combat Maps?

Sat 07 Oct 2017, 23:24

You could use a distance map(if you want to have distances locked in the mind of the players) like it is used in 3:16, where it is just like a ruler/divided zones, markers are just put in a zone.

Example:
Touch : P1, P2, Enemy1, E2
Close P3, E3, E4
Long: P4
Out of combat
Scene: the standard trope inn, with a big first floor with tables and bar and a stairway up to a balcony and some boarding rooms. All persons are in the big common room.
If the players move their characters around in the room or up the stairs, they can change  the position of their marker to long distance, for example.

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