Gridding

By aidedfurball, in Star Wars: Edge of the Empire RPG

For a grid at personal range I would say 1 square is 3 meters x 3 meters

Engaged - adjacent squares (i.e. CC)

Short Range is up to 2 squares (6m) between characters (i.e. CXXC)

Medium Range is up to 12 squares (36m) between characters (i.e. CXXXXXXXXXXXXC)

Long Range is up to 22 squares (66m) between characters (i.e. CXXXXXXXXXXXXXXXXXXXXXXC)

Extreme Range is 23 or more square between characters is extreme range.

To help movement work with using a grid, I'd say that characters can move up to 10 squares as a maneuver (base movement of 30 meters), though moving from Engaged to Short would still be a maneuver as per the core rules.

The problem with that break down is that moving from extreme to long range is 2 maneuvers, Moving from long to medium is 2 maneuvers, then from medium to short is 1 and short to engaged is one.

Some change has to happen as the way the abstract range bands work by raw, there are points on a map where one step would technically be 2 maneuvers. Plus the maneuvers required don't always jive with the distance covered. This is fine for abstract, but does need some tweaking when going to a grid. You could add more spaces between ranges, but that doesn't fi well on a battle mat. Or you could lower the number of spaces a person can move to 5 (15m). Probably lowering the amount a character cna move would be the better fix to make it fit on a map.

Nextime also please to offer up some constructive feedback. If the breakdown is a problem, then be useful and try to offer up a solution.

You stated that :

I'd say that characters can move up to 10 squares as a maneuver

But by your own CXXXXXXC Examples, a Character would be able to go from Long to medium range in 1 maneuver. Instead of the required 2.

Assuming one was at 22 sqaures away, and they used a Maneuver to for 10 squares... that would put them at 12 squares which you have as 12 Meters. When it should take 2 maneuvers to reach that from long.

You need to be adding each category to the next... it works for medium to short.. but not long to medium..

Medium is at 12, then Long needs to be at 32 and Extreme starts at least at 52 to Account for said 2 maneuvers at 10 squares.

I used to play GURPS and that's all about the Numbers. I found all the details got in the way of smooth play. I do up maps on the computer and move them to my tablet where we move the maps around depending on what we need. I'd like a larger screen, but I got the tablet for free so I ain't griping. No grids, just rough layouts and we let it roll.

So Let GO! Trust me!

"You're doing it wrong" is not what was being asked for; OP is asking for assistance in porting to a grid, not whether it's a good idea somehow..

It's great that you've all moved away from them and find you have more fun, but that doesn't make somebody who wants to use them wrong, or that they're hampering themselves, or not having as much fun as you.

So, my group and I have been trying to figure out how we can play Star Wars with a grid. We found a way to do space fights with Armada pieces. But we don't know we can implement a grid for personal range bands. Any suggestions on how to do that?

http://jerreth-esq.blogspot.com/2012/12/sw-eote-range-bands-and-minis.html

Something to look at.

Still not helping the OP with his request.

Hey man, It's an option they may not have thought of, that might scratch the tactical itch they have. It also uses RAW, rather than trying to fit a square peg in a round hole. If you don't like it fine, but others may find it helpful.

Fair enough.

Throw off the shackles of oppression and embrace the freedom of narrative play

I'm an experienced player and I enjoy both. I've had power gamers who after their turn was over and had done their movements and actions, somehow magically ended up standing right next to the bad guy after the said they were guarding the door. Maps can keep players honest. I also started my 20+ years of gaming playing without maps...all narrative. But some GMs couldn't narrate their way out of a paper bag. Some, craft words like map designers create amazing terrain. In the Compiled Resources List, there is the "Range-Tracking Tool from CharlieBananas" that while it doesn't specifically give 1 square is 5ft, it is a good tool to use.

Plus, how could this not be fun to play in?

scifi103.jpg

I like maps and we use sting with markings for the range bands. It is relatively easy does not box you in like grids do and you know where people are. Which prevents arguments. don't allow premeasuring things. you say I want to go here and use the string to say when to stop.

I think I figured something out with my hexagon grid that works pretty well (better than what I put down before), although actually explaining it makes it seem more complex than it is in practice.

Basically, you determine how many spaces Short range occupies; every further range is double the previous. One maneuver will move you a Short distance; the only change from RAW this does is double how many maneuvers it takes to move from long to extreme (2 normally, 4 using this method).

The only thing that you have to remember is that, when you count the distance of something from yourself (such as if your blaster will hit, or if you can move to engage) you count the spot you are standing as well (i.e. you count spaces 1 to 5 for short range, and you are always standing on 1, not 0).

My players like to have the visual reference of a map, especially for combat. As a GM I sometimes use a grid "behind the scenes" for adjudication (we use Maptool so I can pull up a grid on the GM view without worrying about getting locked into specifics). Since we played D&D for over 15 years, I reverted back to 6 squares of movement per maneuver. From there, it becomes easy to figure out ranges. If you can move from short range to medium range with a single maneuver, then short range should be 5 squares or so (I just use the grid as a loose guide, I don't get locked down on it).

Or you could look at the old West End Star Wars Miniature Battles rules. It was a fun tactical game and they have ranges and movements provided in inches (convert inches to squares or hexes for use on a gridded map).