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Old 11-21-2018, 11:20 AM   #1
Skarg
 
Join Date: May 2015
Default Re: Non-combat running

Quote:
Originally Posted by larsdangly View Post
I think what really drives this issue are some simple game design issues. How many hexes should be on a tactical play map, in order for it to be accessible, readily navigated, etc.?
Those are important game design issues, but there's also the aspect of what the game says it represents, and how closely the mechanics match that. When bears run slower than humans, for example, that can be an issue for some people, too.


Quote:
Originally Posted by larsdangly View Post
Probably it should not be any bigger than ~20x20.
Why not? And in an RPG outside a walled arena or underground labyrinth, many places where there might be combat don't have boundaries in some/all directions. And situations before, after and adjacent to a combat can be very fun and interesting as context and additional gaming situation around a combat, whether it's a labyrinth, town, road, wilderness or battlefield. How many arrow shots can be got off while someone is trying to run the distance towards the archer, or to someplace out of their line of fire, is pretty vital to be able to have a good answer to.


Quote:
Originally Posted by larsdangly View Post
How much of that map should you be able to cross in a single turn? Certainly not all of it, otherwise the game of movement and maneuver will have no give and take. So, your movement score per turn should be 10 or less.
Another crucial game-mechanic consideration is whether 1/2 MA is enough to let your walk around an opponent standing two hexes away facing you, to hit them in the side or rear, or not.


Quote:
Originally Posted by larsdangly View Post
How many people should be in a hex? If you want to have facing as a part of play, then normally the answer should be 1. Therefore each hex probably shouldn't be bigger than 5' or so.
That's also important even without facing, to determine which people are in melee attack range of which foes.
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