Better ways to display range

By RARodger, in WFRP Gamemasters

So, after a wee bit of GM-fail this week, I've been thinking about different ways to depict range increments at the table. And then I apparently stayed up all night making these mock ups. So here are two ideas I had. I'm not thrilled with either of them, but they're ideas. I'd be interested in feedback.

The first one is cramped matt, but it allows for combatants moving in two different directions. Each cell is a maneuver, and the labels match the distance to the central conflict.

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The second one has the benefit of being puzzle pieces that you can set up and take down, so there's a little toy value in it:

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It's hard to see, but in this one the purple and blue character stands are on the box that indicates they've made the first of two maneuvers heading towards medium range. (You can see the boxes on the right that marks movement to Extreme Range.)

The character arrangements aren't quite the same, which reflect the thing about this one I don't like. In the first image, the pink and blue characters are are long range to the yellow, green and… I don't know, sienna? Anyways, they're at long range to that group, but also at long range to the pink stand at the other location card.

Nice ideas but often the melees I have involve "multiple spots" not all around a centre etc.

Not as useful likely, but I use tokens that have Range written on them with cost to move closer below and cost to move further away above.

Yeah, I'm using the range tokens now, but the problem I have with them comes with things like then engagement start at extreme range, one party member moves one step towards the enemy, one moves two, and then some of the enemy move… It's been getting too confusing in the middle, you know? So the mat at least would allow me to count the maneuvers between any two characters and determine the range.

Of course, what I'd really love is transparent sheets that can overlap for those multiple engagements, but I haven't figured out how to do that.

And of course, the more I think and fiddle with these ideas the more simple it becomes. The range tokens are fine, except it can be tough to track manevuers between range bands when they don't happen all at once. So here's my solution. I'm sure I could just print these up, but it might be nice to get one of those companies that do custom laser cutting or something to do them. The idea is you use them to make range normally (I find there's no need to mark close range, that's assumed), and when a character partially maneuvers you put the stand on the appropriate "maneuver" square. When they perform either the second or third maneuver, they're placed at on the table at the new range.

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That is nice idea.

You might be over thinking it a bit. But this depends a lot on how many combatants you have. If you have 4+ players and lots of monsters, it can start getting confusing.

I found the range system to be much simpler when I started thinking about it in "moves" rather than range increments. It is kind of hard to explain, but it is a slightly change in perspective of how you view the range mechanic.

Stop thinking about what range increment characters are at and simply keep track of how many moves there are between characters. Once somone uses an action that demands a specific range, just count the amount of moves needed to get to the target:

1 move: Close Range
2-3 moves: Medium Range
4-6 moves: Long Range
7+ moves: Extreme Range

(I think I got that right)

I realize many will say "Well, no duh." but for me its what made the range system much easier to manage. To make an example:

Each " - " is a range token on the board.

Three orcs start out at Long range (6 moves)

Orc1
Orc2 - - - - - - Elf
Orc3

Orc1 stays put.
Orc2 Spends 1 manouvre to move 1 closer.
Orc3 Spends 2 manouvres to move 2 closer.
All orcs are still at long range. (There are 4 "moves" between the elf and Orc3)

Orc1 - Orc2 - Orc3 - - - - Elf

It can still get messy when you have a fight going several directions at once, but as long as you ignore the concept of range increments (except for when using ranged attacks etc) it makes it easier to wrap your mind around.

Ralzar said:

Stop thinking about what range increment characters are at and simply keep track of how many moves there are between characters. Once somone uses an action that demands a specific range, just count theamount of moves needed to get to the target:

That's mostly what I'm trying to do, but I also want something that converts the number of 'moves' to the ranges for ease of rules interaction so I don't have to count each time.