Post by cassusaevum on Aug 12, 2019 21:17:02 GMT -5
I'm thinking of ditching the movement and range rules presented in the "Using Minis" chapter of the book. If you play with the numbers, they just don't math out very well with the descriptions of the powers. The game was really built around theater of the mind, but I love me some terrain and I think it adds a ton to a supers game.
Here's what I'm considering instead:
Zones
These will be defined on the table, normally in terms of 12" x 12" squares, with a vertical distant equivalent to a story (the specific height might vary slightly depending on terrain). So, a 2' x 2' table with no terrain higher than a single story would have 4 zones. The same board with terrain reaching 2 stories would have 8 zones. And, of course, flying characters could go "sky high" whenever (effectively creating endless zones if they so desired).
Movement and Zones
You can move anywhere within the zone you are currently in, provided it wouldn't ordinarily call for a check to do so (climbing a wall without wall crawling, for example). This doesn't take any actions. On your turn, if you're staying in your zone, you can generally be where you want to be.
Without any movement powers, you can move 1 zone as your move action. There are, of course, some common sense restrictions. If you can't fly, and there's no ladder or stairs or whatever, you don't get to move 1 zone straight up. You might be able to climb a wall as part of your action, though it would require a roll.
With movement powers, you can move 1 zone plus as many zones as you have dice in movement powers (other than wall crawling and teleportation... these work different).
So, if you have a Super Speed of 3, you could move 4 zones in a move action, or 8 in a double move. Likewise if you have fly 3, you could do the same thing. The difference, of course, is that Fly gives you narrative permission to move in ways and directions that Super Speed might not.
You can also move-hit-move. This happens in comics all the time, and I see no reason why you shouldn't be able to do it providing you have the movement.
Faces not Corners
Imaging the zones as cubes, you would only be able to cross from one zone to another at a face, not a corner or edge. This is a bit of an artificial construct, but it makes things easier and gives a little bit more verisimilitude. We're still violating Euclid, but in a nicer way. In other words, no diagonals.
Narrative Permission
Your powers also give you narrative permission. Wall crawling doesn't add to movement speed, but it does let you move along walls as if they were normal surfaces. You can jump gaps you otherwise wouldn't be able to with leap. Fly lets you fly and so forth. I don't think we need to make this harder than it is. Teleportation is the only power that works different. For combat purposes, as a move action, you can teleport anywhere you have line of sight.
Range and Zones
Weapon and Power range would work approximately the same. Touch powers have to be adjacent. 1D can reach 1 zone away and so forth. Ranges have to be measured over and up or up and over, meaning no corners or edges, faces only.
Knockback
Knockback would send people flying a number of zones equal to the dice damage in Fortitude. Every boost in Extra Knockback would increase this by 1 zone.
Area of Effect
Have to think about this one some. Templates might be the easiest. Or we can just do the radiuses presented under the area boost and measure out the inches.
Here's what I'm considering instead:
Zones
These will be defined on the table, normally in terms of 12" x 12" squares, with a vertical distant equivalent to a story (the specific height might vary slightly depending on terrain). So, a 2' x 2' table with no terrain higher than a single story would have 4 zones. The same board with terrain reaching 2 stories would have 8 zones. And, of course, flying characters could go "sky high" whenever (effectively creating endless zones if they so desired).
Movement and Zones
You can move anywhere within the zone you are currently in, provided it wouldn't ordinarily call for a check to do so (climbing a wall without wall crawling, for example). This doesn't take any actions. On your turn, if you're staying in your zone, you can generally be where you want to be.
Without any movement powers, you can move 1 zone as your move action. There are, of course, some common sense restrictions. If you can't fly, and there's no ladder or stairs or whatever, you don't get to move 1 zone straight up. You might be able to climb a wall as part of your action, though it would require a roll.
With movement powers, you can move 1 zone plus as many zones as you have dice in movement powers (other than wall crawling and teleportation... these work different).
So, if you have a Super Speed of 3, you could move 4 zones in a move action, or 8 in a double move. Likewise if you have fly 3, you could do the same thing. The difference, of course, is that Fly gives you narrative permission to move in ways and directions that Super Speed might not.
You can also move-hit-move. This happens in comics all the time, and I see no reason why you shouldn't be able to do it providing you have the movement.
Faces not Corners
Imaging the zones as cubes, you would only be able to cross from one zone to another at a face, not a corner or edge. This is a bit of an artificial construct, but it makes things easier and gives a little bit more verisimilitude. We're still violating Euclid, but in a nicer way. In other words, no diagonals.
Narrative Permission
Your powers also give you narrative permission. Wall crawling doesn't add to movement speed, but it does let you move along walls as if they were normal surfaces. You can jump gaps you otherwise wouldn't be able to with leap. Fly lets you fly and so forth. I don't think we need to make this harder than it is. Teleportation is the only power that works different. For combat purposes, as a move action, you can teleport anywhere you have line of sight.
Range and Zones
Weapon and Power range would work approximately the same. Touch powers have to be adjacent. 1D can reach 1 zone away and so forth. Ranges have to be measured over and up or up and over, meaning no corners or edges, faces only.
Knockback
Knockback would send people flying a number of zones equal to the dice damage in Fortitude. Every boost in Extra Knockback would increase this by 1 zone.
Area of Effect
Have to think about this one some. Templates might be the easiest. Or we can just do the radiuses presented under the area boost and measure out the inches.