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Savage Abstract Movement - FFF gridless combat!
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JavaScrybe
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PostPosted: Fri Apr 27, 2012 10:57 pm    Post subject: Savage Abstract Movement - FFF gridless combat! Reply with quote

I've been playing SW for a while now, but I still can't really stand minis on grids. Not so much because of the minis but more because I never like to hear "I'd swing this chandelier all right, but I'm short 2 inches on my movement". I don't care much about exact placement.

On the other hand, ranged attacks, positioning and tactics, who's in melee with who, all those things are kind of a big deal for me. I also don't like to "fudge" cool SW rules like the extraction rules or advantages about speed (like the "Speed" power).

So I tried to design something that would allow me to both keep realistic distances, but also allow for freeform placement of miniatures. This was the result, for your perusal (fits 2 pages!):

http://chezalex.net/documents/jeux/savageworlds/sam.pdf

Now those rules have been playtested quite a bit, and the most bizarre thing about them is that they actually seem to work pretty well.(this is surprising given it's something I designed Razz ) I use a Chessex mat and lettered/numbered beads and it's been working out really well for me.

Should you get somehow tempted in trying them out, I would really be hyper-interested in feedback you have, and it would be much appreciated. Off-the-cuff comments are also welcome.

Let me know!

Updated: now with Savage Battlefields examples!

http://chezalex.net/documents/jeux/savageworlds/sb.pdf
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Last edited by JavaScrybe on Sat Apr 28, 2012 12:56 pm; edited 1 time in total
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Thasmodious
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PostPosted: Fri Apr 27, 2012 11:32 pm    Post subject: Reply with quote

We had a couple of threads on this awhile back. That's pretty much what I do, just not as codified. We just eyeball range but use zones for melee, movement and AoE.
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jonrog1
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PostPosted: Sat Apr 28, 2012 1:21 am    Post subject: Reply with quote

I could not be more filled with rage -- I was just about to write up the cool zone system I created for my Agents of Oblivion / Shanghai 1930 game, and you've gone and done a much shinier job. Almost identical rules, by the way.

My ranges are a little bigger, though as I kind of fudge the zones to be about 5 squares by 5 squares which I think matches the area attacks a bit better.

That said, I'm switching to this now. And I'll vouch -- I've got 7 bloody players and this allows us to play big combats much, much faster. Highly recommended.
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jonrog1
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PostPosted: Sat Apr 28, 2012 1:55 am    Post subject: Reply with quote

BTW I have an interesting little Chase/Dogfight system based on this too. I'll try to get it out in the next few days.
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Zadmar
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PostPosted: Sat Apr 28, 2012 6:56 am    Post subject: Reply with quote

I love it! I'm a big fan of abstracting away any sort of micromanagement (like PP, wealth, ammo, etc), so this is definitely my sort of thing. I also noticed how it sort of blends together regular movement with the (old) chase mechanics, which is pretty cool.

My only concern is with the disparity between weapon ranges and movement. For shooting or throwing, every 12" equals 1 zone. But someone with Pace 6 can move 1 zone per round, and more when running.

I can see a couple of possibilities for addressing this:

1) Divide weapon ranges by 6 instead of 12. Or:

2) Moving from one zone to another counts as a running action.

With option 2 you don't really want people getting stuck in a zone, and it's rather self-defeating to start tracking positions within a zone, so I'd probably handle it more like this: Make a running roll. On a failure you move 1 zone, but can't do anything else that round. On a success you move, and can take additional actions that round at -2. On a raise, you can either move 1 zone and take additional actions without penalty, or move 2 zones and take no further actions that round. I don't think I'd allow people to move more than 2 zones without special powers or vehicles.


On another note, you mentioned stuffing each zone with things like cover, traps, chandeliers, etc. What approach do you usually use for that? Do you prepare cards or counters in advance and just toss them into the zone, or do you just tell people what's there, or something else?
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Virgobrown72
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PostPosted: Sat Apr 28, 2012 7:45 am    Post subject: Reply with quote

This does remind me of the old chase rules, which my group loves!!! (I like the new rules too, but the old ones seem to turn my groups crank, so...).

This looks good, and i might give it a spin in a future game...
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JavaScrybe
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PostPosted: Sat Apr 28, 2012 8:47 am    Post subject: Reply with quote

jonrog1 wrote:
Almost identical rules, by the way.

Not surprised at all. First, great minds think alike (of course Very Happy), but really once you're thinking in zones there's only so many "Savage" ways to do them, and I suspect you have a Running roll somewhere in there that gives more movement on raises Very Happy

Thanks for the feedback! Much interested in your chase rules. I was thinking of posting "battlefield examples" to showcase how zones can be used to make combats more FFF.

(Also, I need to add the rules for 1 or 2 "corner cases", namely Push and "Block Movement" rules, which make for exciting tactical moves for players and adversaries alike!)
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JavaScrybe
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PostPosted: Sat Apr 28, 2012 9:02 am    Post subject: Reply with quote

Zadmar wrote:
My only concern is with the disparity between weapon ranges and movement. For shooting or throwing, every 12" equals 1 zone. But someone with Pace 6 can move 1 zone per round, and more when running.

I know. Confused It's really playtesting that settled that one. I tried '6" zones' but you end up having to make a lot more zones and it "dilutes" the combat over larger spaces. It's a lot like getting back to a grid, in a way. Also, more zones means you have more work to make each one distinct and interesting (see below). And I'm lazy Wink

Zadmar wrote:
On another note, you mentioned stuffing each zone with things like cover, traps, chandeliers, etc. What approach do you usually use for that? Do you prepare cards or counters in advance and just toss them into the zone, or do you just tell people what's there, or something else?

Since I use a Chessex mat, I draw on it (or write "Cliff"). I'll draw quickly (and badly) a saloon bar or tables and players will automatically try to use it as cover. Chandeliers and Barrels are the same: you put them on the map, and players will make use of it.

Choke points are the same: walling off certain zones from others and having a door as a choke point makes for some interesting tactical play.

I don't know why, but Catwalks and cliffs are especially fun to use with this system (getting from one to another requires climbing/Athetics roll.)
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Thasmodious
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PostPosted: Sat Apr 28, 2012 11:43 am    Post subject: Reply with quote

JavaScrybe wrote:
Zadmar wrote:
On another note, you mentioned stuffing each zone with things like cover, traps, chandeliers, etc. What approach do you usually use for that? Do you prepare cards or counters in advance and just toss them into the zone, or do you just tell people what's there, or something else?

Since I use a Chessex mat, I draw on it (or write "Cliff"). I'll draw quickly (and badly) a saloon bar or tables and players will automatically try to use it as cover. Chandeliers and Barrels are the same: you put them on the map, and players will make use of it.

Choke points are the same: walling off certain zones from others and having a door as a choke point makes for some interesting tactical play.

I don't know why, but Catwalks and cliffs are especially fun to use with this system (getting from one to another requires climbing/Athetics roll.)


Not using mats and minis, I tell my players to take some narrative control and make assumptions. Instead of saying "can I flip over a table for cover?" it's "I flip over a table for cover" or "I run over and pull the piano out from the wall and duck behind it." If the player wishes to take a specifically advantageous assumption, like there being a shotgun behind the bar, they can do so for a benny.
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Snate56
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PostPosted: Sat Apr 28, 2012 12:54 pm    Post subject: Reply with quote

This is why I like minis...

http://www.worldworksgames.com/store/



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JavaScrybe
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PostPosted: Sat Apr 28, 2012 12:55 pm    Post subject: Reply with quote

Updated: now with rules for blocking movement and pushing adversaries.

Also, I took out my notes and added a "Savage Battlefields!" document to illustrate some battle zones I've used.

http://chezalex.net/documents/jeux/savageworlds/sb.pdf
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JavaScrybe
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PostPosted: Sat Apr 28, 2012 12:59 pm    Post subject: Reply with quote

Snate56 wrote:
This is why I like minis...

.... And this is gorgeous. But I'm too lazy and not enough talented to do those kind of things every week or every other week when I'm planning my sessions.

That being said, using minis is not a problem at all, it's fun even. It's really the battlefield I tried to adapt.
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jonrog1
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PostPosted: Sat Apr 28, 2012 1:47 pm    Post subject: Reply with quote

In the interest of debate, I'll make a soft argument for the "small" zones based on my own playtest. They bring firearms and movement closer into alignment.

In SW Deluxe base movement is 6" and short range on a common handgun, say, a Colt .45 is 12", or 1 zone. In your system, someone who makes their running roll and two raises can move 4 zones -- essentially, with a bit of luck, sprinting out of long range of even a rifle from right next to the shooter.

My system is a little tweak of yours. Same Move point system with a tweak to running:

1 Move to change Zones
1 Move to join or disengage melee in the same Zone
Running automatically gives you 1 extra Move, but suffers the -2 MAP. A successful Agility roll (or whatever your "running skill" is) eliminates the -2.

Weapon Ranges go to (S/M/L) *
Very Short (thrown and sawed off shotgun) - 0 (same zone) / 1 / 2
Short range weapons (handguns etc) 2 / 5 / 10
Long Range weapons (rifles etc) 5 / 10 / 20

In settings where gunfire is equally as important as melee, I find this scale keeps gunplay effective, and the players have to respect it -- find cover, try to stay out of range -- without counting squares.

Battlefield maps tend to run around 6 x 6 or 7 x 7. The scale still allows a lot of variety in mapping without getting picky. Using this system I've managed to build in less than a few minutes each: a Shanghai nightclub with balconies; a gunboat and zeppelin (both roughly accurate to scale thanks to Internet plans); a running train battle and a subterranean excavated tomb with scaffolding and terra cotta warriors. I'll toss on a link to some battlefields later, if you agree to trade.

Regardless of what range you use, I think zones are a good FFF compromise between gridded and miniature-less.


* (Unless you're fighting outside at some very long distances, you're never really going to be worrying about those long ranges. You can always hack a quick "outside" set of rules -- cut the ranges in half, you need a Running roll to get 1 extra Move, etc.)
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Zadmar
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PostPosted: Sat Apr 28, 2012 3:34 pm    Post subject: Reply with quote

JavaScrybe wrote:
I tried '6" zones' but you end up having to make a lot more zones and it "dilutes" the combat over larger spaces.

If the distances are abstract then they shouldn't really matter except for the purposes of movement and ranged combat. I just think it's worth keeping them roughly in line with each other, otherwise you're effectively halving weapon ranges.

Here's are a couple more options for larger zones:

1) When you move into another zone, you gain a "just arrived" counter. It costs 1 movement point to remove the counter, and you can't move to another zone until you've bought off the counter. Alternatively:

2) As well as "zones" there are also "exits", which connect two or more zones. You can move to an exit in exactly the same way as you can move into a melee, for 1 movement point. It also costs 1 movement point to leave an exit into any of its connected zones. While standing in an exit you are treated as being within both zones for the purposes of ranged and area-effect weapons.

I'd actually favour option 2, as it removes the need for counters, and would also provide a good mechanism for guarding and blocking doorways.

On another note, the Cone Template is normally 9” long (by comparison the Small, Medium and Large Burst Templates are 2”, 4” and 6” in diameter respectively). Therefore it might be worth changing this:

Flamethrower Template: Can target any 1 melee and any 1 single character within your own zone.

To something like this:

Cone Template: Can target any 1 melee or single character within your own zone, and another 1 melee or single character within an adjacent zone.
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Dracones
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PostPosted: Sat Apr 28, 2012 3:48 pm    Post subject: Reply with quote

jonrog1 wrote:

Weapon Ranges go to (S/M/L) *
Very Short (thrown and sawed off shotgun) - 0 (same zone) / 1 / 2
Short range weapons (handguns etc) 2 / 5 / 10
Long Range weapons (rifles etc) 5 / 10 / 20


I really like this idea. It eliminates the whole "inches" concept.

How are you guys drawing out these maps? That's the only thing I'm having problems wrapping my head around.

Frankly right now I've been printing out 14x20 maps like this: http://tarsis.org/me/dunhoun.jpg but it just doesn't handle the kind of space I want in my Savage Worlds fights.

Are you just zooming out and treating everyone in 1 zone as in melee? Everyone is ganging up on everyone in the same zone?
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jonrog1
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PostPosted: Sun Apr 29, 2012 1:39 am    Post subject: Reply with quote

Dracones wrote:
Are you just zooming out and treating everyone in 1 zone as in melee? Everyone is ganging up on everyone in the same zone?


Nope, the Zone rules are that you have to engage in a melee within a Zone. Gang-up, etc., all are fixed around the melee. Take a look at JavaScrybe's document, he makes it clear.

I don't have his artistic ability, so here's my map of the temple I described.

https://www.dropbox.com/s/i2vyuzrnyquvg3z/Temple.jpg
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JavaScrybe
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PostPosted: Sun Apr 29, 2012 3:10 pm    Post subject: Reply with quote

jonrog1 wrote:
I don't have his artistic ability, so here's my map of the temple I described.

This is involuntarily immensely funny. I can touch up photos on my computer but the reason I got "abstract" in the first place is that I thoroughly suck at drawing or making miniatures look good Razz

Here's what it really looks like "on the table.":


So much for my artistic ability! Laughing I haven't talked about this really but you'll notice I use a kind of "bullseye map" for my zones. I find it helps concentrating the action at the right place.
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JavaScrybe
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PostPosted: Sun Apr 29, 2012 5:23 pm    Post subject: Reply with quote

I've been reading your comments, which are very very interesting (thanks!). I get your point on the discrepancy between movement and shooting distances. I'm considering making the following change to the running roll:

"A running roll gives you 1 additional MP on a success, 2 on a raise.".

It did not happen very often in the first place that players got multiple raises, and re-thinking about the "normal" rule where running rolls can't Ace in the first place, this makes some sense.

Speaking from experience around the table, even at the abstract level it's very rare that ranged characters are more than 3 or 4 "running turns". Past that, this becomes very much a "hazard" situtation, like "this zone is subject to sniper fire".
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ValhallaGH
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PostPosted: Sun Apr 29, 2012 8:47 pm    Post subject: Reply with quote

Snate56 wrote:
This is why I like minis...

Replace the bottom layer with "water" and you're in the Great Maze.

That's fragging awesome. #gunbattle
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BadDecisionDino
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PostPosted: Sat May 05, 2012 8:06 pm    Post subject: Reply with quote

Awesome work!

I'll be using this for my next campaign, although I did decide to go with the 6" distance method.

Granted, my campaign is medieval, so I don't really have to worry about distances over 10 zones, and that's only if someone decides to take a Hail Mary shot with a long-bow.
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