So im playing a star wars edge of the empier game and my GM is having troubel with movment and how to treat it on the map since movement in this game is since its not ridged as with games like D&D
Movment on a map. Structured movment vs abscract
Don't try to grid out movement like D&D, the game really isn't set up for that granular of movement.
1 minute ago, jivjov said:Don't try to grid out movement like D&D, the game really isn't set up for that granular of movement.
How should he treat it since he says it dose not make sense to do it by the book
4 minutes ago, amuller93 said:How should he treat it since he says it dose not make sense to do it by the book
He should do it the way the book suggests. Track rough positions relative to one another ("You're taking cover behind the bar, he's over in a booth, the 3 stormtroopers are all clustered in the entryway"), and what range bands you're at relative to each other ("The bartender who ratted you at is at Engaged range to you, Short to your buddy in the booth; the troopers are at Short range to you both")
Also for movement you ask how far is short range in the direction you want to go.
16 minutes ago, Daeglan said:Also for movement you ask how far is short range in the direction you want to go.
He is currently using a random movment system based on athletics
Tell him to stop that. You have range bands. You establish their approximate distances. A manuever is short range. For 2 maneuvers you can go to medium. He is making things way more complicated than os necessary
If you are really unable to grasp the concept, at an encounter, choose somene or something to be the center. Then draw concentrical circles, representing the range bands around you, and place yourselves in them. 1 circle is 1 band of range.
But the way the system works, is that you DONT NEED TO KNOW WHERE YOU ARE EXACTLY. You just need to know how far. Everything else is taken care of by the narrative
Someone posted this as a template but I personally think it's too small for Extreme range. You can print it on a clear acetate and use it at your table if needed. When I did draw out the encounter map on a mat, I prefer to use a Hex map instead of a square mat and I used a general guide of 3 hex rings per range band. That seemed to work.
Most of the time, I don't bother with lined mats, I prefer not having a grid and then just use common sense and what the others have said. "You are at medium range from the target, it will take two maneuvers to reach him or a Force Leap"
17 hours ago, amuller93 said:How should he treat it since he says it dose not make sense to do it by the book
Just eyeball it. "This group of stormtroopers are at long, you guys are about here and the mooks are over here about short range." Play it fast and loosey goosey and not every square is a 6 feet (or whatever scale D&D uses).
11 minutes ago, Desslok said:Just eyeball it. "This group of stormtroopers are at long, you guys are about here and the mooks are over here about short range." Play it fast and loosey goosey and not every square is a 6 feet (or whatever scale D&D uses).
This is what I do. Just stay consistent in the specific encounter and it should work out fine. I tend to use lots of reference maps, but they all vary rather dramatically in scale depending on the location. Trying to use exact measurements would be rough, but using athletics as a basis for movement is crazy sauce. That just adds a whole ‘nother layer of wackiness to an already “interesting” movement system.
One other thing that I do is not get caught up in moving between multiple range bands in one go while on foot. I have my players do their short range move and then make another short range move from their new location if they want to burn strain to move again. It gets rid of all that jankiness when moving between medium, long, and extreme ranges.
Edited by AnomalousAuthorIt's all abstract for a reason, it allows things to be altered slightly to fit every encounter rather than having fixed distances. Medium range could be from one side of a room in one encounter, to the other side of a cantina in another, so long as it is consistent within that encounter.
Key thing your GM should remember, this is not a game about tactical combat, this is a game about creating a motion picture setpiece in the minds eye. If it's fun, go with it. Your GM may not like that, and it is his prerogative, but if he's worrying about the nitty gritty of movement in an abstract game, then he's got a lot more to be worried about.
We use maps for my game, on a LCD TV built into a table. I agree with the above comments that it is best to keep abstract, even when using maps.
Leave the square counting to D&D. In my game the players make suggestions on where they can run to, I let them know range weapons ranges, and we have never had an issue with this format. The story is what is important. It isn't a board game.