| Post/Author/DateTime | Post |
|---|---|
| #1etiquette_gnomeMar 12, 2008 11:00:50 | Does anybody remember a variant for d20/D&D system that got rid of the grid, and simply had zones of interaction? I remember first seeing it on EN-World, and it converted movement to an ability score where it took checks to move from one zone to the other, and there was even a check to engage an opponent in melee combat (DC modified by reach). It was at least two years ago, possibly longer. It's been long enough that I can't seem to find it after much searching on the internet. |
| #2holy_beholderMar 18, 2008 22:47:18 | I don't remember one, although a lot of it would be easy to create. Heres my idea, as a backup if you don't find one. A battle-field is made up of separate zones. A sample field might have 3 zones- Upper platform, Hallway, and Large room. Zones effect things in different ways, most notably how many targets a spell could have. Here is a small list. Narrow hallway-Line attack, 80% of targets, burst 30% of targets Medium width hallway-Line attack, 70% of targets, burst 40 % of targets Wide hallway-Line attack 60% of targets, burst 50% of targets. Small Room-Line attack, 40% of targets, burst 80% of targets Medium Room-Line attack 30% of targets, burst 65% of targets Large Room-Line attack 20% of targets, burst 50% of targets. Upper Platform-No melee attacks from the ground. Dais-Higher ground bonus. Trench-Cover Pool-+2 bonus to movement checks for aquatic creatures, -4 for land creatures. Shadows-20% attack miss. Rough ground- -3 penalty to movement checks. Bushes-50% attack miss from outside the bushes. People can try and move with movement checks, from one area to another. Decide on distance, just remember that 30 feet requires a DC 10 check. There is a basic system if you don't find the actual one. |