Regarding combat movement
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sirhotalot
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Regarding combat movement
During combat do characters move in increments of 5 feet or 10 feet? I can't find in the rules where it clarifies this. It switches back and forth between them. For example splash damage for oil is given in increments of 5 feet but then it gives an example of a blast radius using a square grid where the squares are assumed to be 10 feet each. All character movement is given in increments of 10, but then turning radius is given in increments of 5. All the maps in the adventure modules have squares that are 10 feet. So how does it work?
Re: Regarding combat movement
Character's move in 5 foot increments, and the maps are done in 10 ft scale to keep line usage down, I believe. Splash damage is dine by the actual 5 ft square it lands in, I believe, or it affects the four squares (the 10x10 square) equally. I just tend to wing it on things like that.
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sirhotalot
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Re: Regarding combat movement
Thank you. Is there a page in the manual that discusses this?
- Dimirag
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Re: Regarding combat movement
Actually, BF does not make use of grids for movement, so, measures are given without taking into consideration that (at least is what I think)
Sorry for any misspelling or writing error, I am not a native English speaker
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sirhotalot
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Re: Regarding combat movement
So how is movement supposed to work in this context? I'm pretty sure you're supposed to use a grid as the units of measurement are given in feet and grid examples are used. I don't understand how movement would work without a grid.Dimirag wrote:Actually, BF does not make use of grids for movement, so, measures are given without taking into consideration that (at least is what I think)
- Metroknight
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Re: Regarding combat movement
BFRPG movement is more narrative based than grid.
Example: you are an elf fighter that can move 20ft per round. As you enter a 30x30 ft room you spot a goblin tending a small fire about 15ft away. There is a a clear path from you to it so you rush forward to engage in combat.
Example: the same elf fighter. Deep in the woods, you stumble across a small band of goblins that are about 60ft away. Whipping out your shortbow, you shoot one of them but now they are aware of you. As they rush towards you, you turn and run. The few goblins that are not wearing armor appear be able to move faster than you but the others seem not to be able to gain ground.
Mechanics: Elf moves 20ft rd. unarmored goblins move 30ft, armored goblins move 20ft. Now a bit of crunch for the gm. If nothing changes, the faster goblins will catch up with the elf in about 5-6 rds as there is a 10ft speed difference and there is 60ft distance. round 1 is 60ft, round 2 will be 50ft, round 3 would be 40ft, etc...
Now I kept everything in fts instead of changing to yards when in an outdoors environment for simplistic sake. Does this help somewhat?
Example: you are an elf fighter that can move 20ft per round. As you enter a 30x30 ft room you spot a goblin tending a small fire about 15ft away. There is a a clear path from you to it so you rush forward to engage in combat.
Example: the same elf fighter. Deep in the woods, you stumble across a small band of goblins that are about 60ft away. Whipping out your shortbow, you shoot one of them but now they are aware of you. As they rush towards you, you turn and run. The few goblins that are not wearing armor appear be able to move faster than you but the others seem not to be able to gain ground.
Mechanics: Elf moves 20ft rd. unarmored goblins move 30ft, armored goblins move 20ft. Now a bit of crunch for the gm. If nothing changes, the faster goblins will catch up with the elf in about 5-6 rds as there is a 10ft speed difference and there is 60ft distance. round 1 is 60ft, round 2 will be 50ft, round 3 would be 40ft, etc...
Now I kept everything in fts instead of changing to yards when in an outdoors environment for simplistic sake. Does this help somewhat?
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- Dimirag
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Re: Regarding combat movement
Using the example above, the elven fighter wants to reach a goblin guarding a cave entrance at 20ft away, if the goblin is in a straight path then the fighter can reach it in one round, but if he has to make a turn he will lose 5ft from his allowed movement.
The grenade diagram is meant to be used as a way of determine where the grenade hits on a missed attack.
You are free to change all measure to increments of 10 to make things work faster on a grid.
The grenade diagram is meant to be used as a way of determine where the grenade hits on a missed attack.
You are free to change all measure to increments of 10 to make things work faster on a grid.
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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sirhotalot
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Re: Regarding combat movement
I have another question, figured I'd ask here rather than start a new thread. What are the rules for weapon and armor bonuses? I'm seeing +1, +2 and the such. Does that increase your attack bonus or damage dealt or both? For armor does it increase AC?
Also in the equipment I see listed clothes, tents, and a winter blanket. Do they have any mechanical function?
Edit: I forgot to ask about time measurement. In dungeons and wilderness is it measured by distance traveled? Do I just have to wing it?
Also in the equipment I see listed clothes, tents, and a winter blanket. Do they have any mechanical function?
Edit: I forgot to ask about time measurement. In dungeons and wilderness is it measured by distance traveled? Do I just have to wing it?
- Dimirag
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Re: Regarding combat movement
If you mean magical bonuses:
For weapons: They are added to the attack and damage rolls.
For armors and shields: They are added to your AC.
Cloth: Unless someone wants his PC running naked he should buy him some cloths.
Tents: Useful for sleeping comfortably in the wild.
Winter blankets: For those nights where the weather is cold.
These are objects that don't have a direct mechanical function but that are a necessity if one wants to avoid illness or uncomfortable situations.
For weapons: They are added to the attack and damage rolls.
For armors and shields: They are added to your AC.
Cloth: Unless someone wants his PC running naked he should buy him some cloths.
Tents: Useful for sleeping comfortably in the wild.
Winter blankets: For those nights where the weather is cold.
These are objects that don't have a direct mechanical function but that are a necessity if one wants to avoid illness or uncomfortable situations.
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Re: Regarding combat movement
OSR (and specifically BFRPG on this forum) are all about the GM using his discretion. This is done on purpose. So "winging it" is not just normal but expected. As for the equipment you've listed, try to remember that this is a game about characters your players pretend they are. You and your players share an imaginary world and the rules only serve to take away a degree of arbitrariness to the decisions the GM makes. I recently watched a youtube video showing a guy teaching a group of 9 - 11 year olds the way you are "supposed" to play, for example, D&D. He had a board, miniatures, and made the players take turns. You would never know, watching the video, that they were playing a roleplaying game. While a battlemat is useful and, in combat, initiative creates turns this is not at all the only thing that a roleplaying game is supposed to be about. The character is the alter-ego of the player. The enjoyment of the game the player is supposed to derive from the game is the vicarious thrill of living through their character.
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