Abstract tactical system

Post/Author/DateTimePost
#1

etiquette_gnome

Mar 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.
#2

holy_beholder

Mar 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.