2 hours ago, finarvyn said:I wish I could contribute, but tumble and grapple are all jumbled in my brain at the moment. Cody's original post seems pretty solid, however, and replacing vague distances with more specific numbers seems like it could work pretty well on a grid. One issue that I've had with Genesys (and Star Wars before it) is that I tried to play on a grid but had vague ranges in the rules. Takes a little time to reconcile the two in my head.
Also, why is this a "Your Settings" topic? Seems like a general rules discussion and not a setting-specific one.
I don't disagree except that I've gotten a pretty negative reception in the past with similar rules overhauls. "Why don't you just play X instead" or "Genesys is just fine. If you want that, maybe you should be playing Y" etc. I didn't want to deal with that, and the people who frequent the "My Setting" Section seem more open to rules alternatives. And really, this is specifically for my setting. I'm doing an Eberron Setting that has a ton of major rules overhauls. One of those is a Vancian magic system that needed real distances. At the same time, because it is a D&D based setting, the grid-based combat should help capture the more tactical feel there as well.
One way other people could contribute would be to take 15 minutes and try out some combat with it in your own game or just for fun with some friends. We've done a decent bit of testing but its always good to get a second set of eyes on something.