This may be a stupid question but..........

By Metanihilist, in Anima: Beyond Fantasy RPG

Am I just narrow minded, or not reading thoroughly enough, because I cannot seem to find any rules for usage of a battle map.

I dont consider myself to be new to tabletop rpg's (8 yrs) but all the games I've ever played have made use of a battle map/grid (DnD, Dark Heresy, Rogue Trader, Star Wars d20, d20 Modern..... you get the idea)... Just wondering if someone could post a reference in the Anima rulebook or explain to me how a GM keeps track of distances in combat without some form of physical representation.

Metanihilist said:

Am I just narrow minded, or not reading thoroughly enough, because I cannot seem to find any rules for usage of a battle map.

I dont consider myself to be new to tabletop rpg's (8 yrs) but all the games I've ever played have made use of a battle map/grid (DnD, Dark Heresy, Rogue Trader, Star Wars d20, d20 Modern..... you get the idea)... Just wondering if someone could post a reference in the Anima rulebook or explain to me how a GM keeps track of distances in combat without some form of physical representation.

There really isn't that much of a need for battle maps, but here's what my group does.

Since Movement Values allow you to move a certain amount, and those intervals are easily broken down to 5 feet, each space on the map is 5ft.

You have to be next to one another to be able to hit in melee, since Anima rules either have you in melee or out of it, regardless of the size of your weapon.

The rules on flanking and being behind are already covered in their description in the core book. Flanking requires 4-5 people attacking the target or special circumstances. Attacking from behind requires 6 people to be attacking the target or special circumstances.

Of course, you don't need any of that. We've done a couple of battles in our campaign, none of which used a map, and it went fine.

i was thinking to play abstractly like you've said, however i have noticed a lot of the distances for spells are increments of 3 ft and on top of that i'm noticed to usage of the metric system as well.

I really like how this game is laid out but it seems there isn't a great deal of coherency in regards to distance values. I guess that a narrative combat system would work as you've said, I just really want a definitive answer on how the game is meant to be play.

in b4 durr hurr its an rpg use your imagination

Metanihilist said:

i was thinking to play abstractly like you've said, however i have noticed a lot of the distances for spells are increments of 3 ft and on top of that i'm noticed to usage of the metric system as well.

I really like how this game is laid out but it seems there isn't a great deal of coherency in regards to distance values. I guess that a narrative combat system would work as you've said, I just really want a definitive answer on how the game is meant to be play.

in b4 durr hurr its an rpg use your imagination

I would say that it is meant for abstract play, since it lacks any form of battle mat discussion. The other option is to play it like a miniature wargame and use a measuring tape. However you and your group feel is easiest to keep track of things.

Metanihilist said:

Am I just narrow minded, or not reading thoroughly enough, because I cannot seem to find any rules for usage of a battle map.

By default, Anima doesn't use a battlemap.

Metanihilist said:

I dont consider myself to be new to tabletop rpg's (8 yrs) but all the games I've ever played have made use of a battle map/grid (DnD, Dark Heresy, Rogue Trader, Star Wars d20, d20 Modern..... you get the idea)... Just wondering if someone could post a reference in the Anima rulebook or explain to me how a GM keeps track of distances in combat without some form of physical representation.

You list most of the RPGs that are out there that use a battlemap :)

Battlemaps are great where combat is a tactical affair. Anima is more flamboyant with a focus on drama and character stories. As such, a battlemap would not really suit how it is meant to be played IMO.

As to how to keep track of distances, don't for the most part. Distance may be important in a few instances and there may be a borderline call. The GM should picture the scene in his head and make a call. However, otherwise run with the action and keep it loose to allow PCs to have moments of cool and moments of pressure.

an easy way to do movement is you can move your agility score per round. In dnd you can move about 30ft a round, that translates into 6 squares. 6 Squares would be an above average score in anima. But haveing charecters with the movement range of 4-10 is interisting.