Just what the title of the thread says. More importantly, what do you do for speed, move rate, moving during battle ect. I'd like to use minis to map out combat and would like to hear from those of you that do so.
How do you guys work character movement?
Depends, We use minis...sometimes we draw the map on the tilemaps, sometimes we use objects to sort of map it out....if its on tilemaps...generally engaged is adjacent tiles, short is within 5, 6-10/15ish is medium (may change depending if i have room or not...), anything further is far....but for most combat, my area of battle is generally large, so I cannot draw to scale and so ill draw it, but movement is not to scale.
Otherwise, I go with what the book says in regards to being able to whisper at engaged, normal conversation at short, loud-yelling at medium, and screaming at the top of your lungs as far.
Edited by bboi018Otherwise, I go with what the book says in regards to being able to whisper at engaged, normal conversation at short, loud-yelling at medium, and screaming at the top of your lungs as far.
So long as Brian Blessed never takes up role-playing, we're fine.
Edited by knasserII?...what do you do for speed, move rate, moving during battle ect.....
1-Throw the above questions out.. Its pathfinders train of thought and does not apply in StarWars.
2-Your plaers will move as fast as they need to move within the range bands to work the narrative and keep the action exciting.
3-Players dont have movement rate, you have manuvers to change range, period. If you dont understand this read item #2
4-Players dont have separate combat movment, they move using manuvers during combat. Read item #3
Not trying to be snarky, but i get frustrated with players who refuse to unlearn the pathfider math combat mentality and simply learn to roleplay an encounter. I gave a list like thist to my players when we started learning and some had anvery difficult time understanding a narative combat encounter. They kept asking for exact distance and movement and this is not applicable when the story and narritive takes precidence over exact measurement mechanics as presented in pathfinder.
I don't think the OP is refusing to unlearn. That is why donk asked the question. It took a couple reads through the CRB before I had a solid grasp of most of the rules.
The above answers are correct. The book has a section called Maneuvers, inside the combat chapter(loaned out my EotE book so no page number at the moment). Movement really only matters in combat, and it only matters to support the narrative.
What we have done, is draw a map without gridlines. We eyeball rough distances, ie anything within 8 inches is short range. Then you calculate from there. I prefer more abstract movement with no map, but coming from d20 it takes a while to get used to it.
Edited by ThalliosI'm not really clear why it's a question, the rules cover this stuff.
A character can typically move one range band per maneuver. (From Long to Medium is two maneuvers)
So you just keep track of their relative distance from things and do it the way the rules indicate.
GM: "As you enter the hangar, you're at Extreme Range from your ship. Two groups of Stormtroopers are on either side of the hangar, at Long Range from you."
Pash: "I take two maneuvers to get to Medium Range of the Stormtroopers and I fire at them with my blaster pistol."
GM: "Great, take two points of strain and roll your attack..."
Oskara: "I take a maneuver to duck into cover behind some crates, then I take a second maneuver for two strain to Aim at the group on the right. I fire my blaster rifle at them."
GM: "OK, roll your attack..."
GM: "Now the group of Stormtroopers on the right takes a maneuver to duck behind a disassembled ship for cover, firing their rifles at Pash at Medium Range. Here's their attack..."
GM: "The group of Stormtroopers on the left takes a maneuvers to circle around you, they're still at Long Range but they'll be flanking you on their next turn."
...and so on.
I'm not really clear why it's a question, the rules cover this stuff.
A character can typically move one range band per maneuver. (From Long to Medium is two maneuvers)
So you just keep track of their relative distance from things and do it the way the rules indicate.
GM: "As you enter the hangar, you're at Extreme Range from your ship. Two groups of Stormtroopers are on either side of the hangar, at Long Range from you."
Pash: "I take two maneuvers to get to Medium Range of the Stormtroopers and I fire at them with my blaster pistol."
GM: "Great, take two points of strain and roll your attack..."
Oskara: "I take a maneuver to duck into cover behind some crates, then I take a second maneuver for two strain to Aim at the group on the right. I fire my blaster rifle at them."
GM: "OK, roll your attack..."
GM: "Now the group of Stormtroopers on the right takes a maneuver to duck behind a disassembled ship for cover, firing their rifles at Pash at Medium Range. Here's their attack..."
GM: "The group of Stormtroopers on the left takes a maneuvers to circle around you, they're still at Long Range but they'll be flanking you on their next turn."
...and so on.
To the OP, I sometimes draw out a quick map and ignore the grid entirely, then my players and the npc's use printed tokens to represent themselves and I place triangular distance markers that came from warhammer 3rd edition to track distance between them and spots on the map. One token means that's short range, two is medium, four is long and six is extreme. So what might be short to one player may be extreme to another depending on where they are on the map.
In my campaigns at various times I've done these three things:
(1) just describe where everything is and try to keep consistent with their ranges from everything else,
(2) draw a map on a whiteboard or piece of paper and use it as reference, to point to for reference,
(3) use a full-scale printed map with miniatures on it.
For a long time I tried to keep everything described through words, but my players got excited when we used the map and minis. I think for big set pieces it's especially useful. For a quick "you get jumped by a bounty hunter in the streets" thing, maybe not as much.
For a long time I tried to keep everything described through words, but my players got excited when we used the map and minis. I think for big set pieces it's especially useful. For a quick "you get jumped by a bounty hunter in the streets" thing, maybe not as much.
One of my Players will get surly if i don;t at least make a quick sketch on a piece paper... which is how I tend to map regardless.
I've only broken out the big maps for "mass combats" or when I'm playing highly tactical crunch games (Shadowrun, military style GURPS campaigns, etc).
Otherwise, I go with what the book says in regards to being able to whisper at engaged, normal conversation at short, loud-yelling at medium, and screaming at the top of your lungs as far.
So long as Brian Blessed never takes up role-playing, we're fine.
Blessed's voice is whisper at engaged to shouting at long, as per usual. But it uses vehicular scale.
A character can typically move one range band per maneuver. (From Long to Medium is two maneuvers)
As progressions said.
A-typical stuff is fancy terrain.
Does it snag or drag or otherwise slow characters down? Then it'll take an extra manoeuvre to move through (unless you have the Swift talent).
Is it hazardous (edge of a cliff, rain-soaked roof)? That may require an extra manoeuvre or a Coordination roll (Outdoorsman helps with this). (Don't be too harsh with failures, here. "Yeah, we were about to fight the big boss when Jenkins fell to his death" isn't a fun story - at least not for Jenkins.)
Otherwise, I go with what the book says in regards to being able to whisper at engaged, normal conversation at short, loud-yelling at medium, and screaming at the top of your lungs as far.
So long as Brian Blessed never takes up role-playing, we're fine.
Blessed's voice is whisper at engaged to shouting at long, as per usual. But it uses vehicular scale.
:D ![]()
A "Like" doesn't cover that! Bizarrely, and I did not know this until now, he was actually IN Star Wars. Turns out he was the Gungan chief. Now I can hear his voice saying: "Anakin's ALIVE!" as a brief scene cut in Episode V. Possibly one of Lucas's endless post-release edits.
I made up a range grid with the distances and difficulties for ranged attacks. Then I made columns for each player or NPC so the players could move around and track their relative distance. I really prefer a simple sketch map and simple combat over lots if details on paper and extended combat scenes. After years of tracking 1" squares and d20s I'm enjoying this new FFG freedom
So long as Brian Blessed never takes up role-playing, we're fine.
If you were to ask some of the other people at "Whose Turn Is It Games?" on Thursday nights, I think that they would probably tell you that I’m louder than Brian Blessed. We’ve had more than a few complaints about my Wookiee screams.
Since I am a certified Old Fart and I started RPG’ing many, many years ago, I think that your wish was dashed … before you were born.