After a session of D&D 4th (as a player... first time in at least 15 years), I decided that since the abstract movement don't really speed up combat I want to go for something giving players and GM more options for tactical and fun combat. Here's my initial rules for covering stuff I liked about D&D 4th ed. (my first time playing it).
Healing surges
Instead of the normal rules for healing limits a player gets 5 healing surges each day. A short rest may return one, full rest returns 5, poor conditions return fewer. This means he can get magically healed this many times a day. Easy way to handle healing in a balanced fashion as I find the current rules horrible and annoying.
Battle mat rules
• One maneuver equals 4 squares of movement. Disengaging costs one maneuver and moves you one square. Players have one maneuver each round for movement (plus any they get from cards).
• Range increments (squares):
o Engaged = touching bases (1)
o Short = 2-5
o Medium = 6-9
o Long = 11-17
o Extreme = 18-29
o Out of range = 30+
• Combat conditions and pushing/sliding enemies
o Staggered = push 2 squares away
o Exposed = Push 1 squares away
o Rattled = Slide 2 squares
o Sluggish = Push 2 squares away
o Any other = Ask GM
• Opportunity attacks: When you move from a square adjacent to an enemy he gets an attack of opportunity on you, unless you use one maneuver to disengage (move one square). An enemy can only get one attack on you this way in your turn, but several enemies may all get attacks. Pushing and sliding does not provoke opportunity attacks.
• The standard size of an engagement is 4 times 4 squares, in relation to effects that targets engagements.
Simplistic, but hopefully functional and adding more depth to combat.
Suggestions and ideas very welcome!