Ashtagon
2011-04-10, 06:45 AM
The basic unit of space is a zone, assumed to be a circle of approximately 30 feet in diameter, coincidentally the same as most "mass" style area-of-effect spells.
At any given time, a character can in in one of three locations within a zone: vanguard (front), rearguard (back), or flank (side). This will normally be determined by the party's normal marching order, although this may be over-ridden by the GM for specific situations, such as being surprised or when opening a door.
Maximum capacity of a zone: No more than 28 medium-size characters, including both sides, can be in a single zone.
Vanguard: By default, all characters will be in this position. From here, a character may make melee attacks and be attacked in melee normally by any enemy who is also in a vanguard position.
Flank: The maximum number of flank characters plus rearguard characters is equal to the number of vanguard characters. In order to perform a sneak attack or assassin's strike attack, a character must be in the flank position. Immediately after performing such an attack, the character automatically moves to the vanguard position with no action required.
Rearguard: The maximum number of flank characters plus rearguard characters is equal to the number of vanguard characters. A rearguard character is usually safe from melee attack.
Special case for narrow frontage areas such as doors and narrow corridors: Allow two characters to be vanguard per five feet of frontage, or unlimited if 15 feet or more of frontage. This may result in any excess characters being placed in the rearguard position, forming an exception to the usual limit on the number of rearguard characters. If frontage is limited by this rule, no character may be in a flank position.
Ranged Attacks: A ranged attack from within the same zone is assumed to be within the first range increment of the weapon. Ranged attacks from farther away are assumed to be at a range of exactly 30 feet per zone of space distant.
Movement: As a move action, a character can do any of the following:
* Move from one area within a zone to another area in the same zone (e.g. rearguard to vanguard). Note that moving from vanguard to any other location may provoke an attack of opportunity. If moving from the vanguard to the flank, you make make a Stealth check opposed by the highest enemy's Perception check to avoid provoking an attack of opportunity.
* If you are in the vanguard, you may move an enemy character from the rearguard or flank to the vanguard. This may provoke an attack of opportunity.
* You may move from one zone to an adjacent zone, arriving in the rearguard.
As a full-round action, you may move to the vanguard of either your own zone or an adjacent zone, and perform a charge attack against any enemy, forcing him into his vanguard if he isn't already in that area. If you were already in your vanguard, this may provoke an attack of opportunity.
Worth continuing?
At any given time, a character can in in one of three locations within a zone: vanguard (front), rearguard (back), or flank (side). This will normally be determined by the party's normal marching order, although this may be over-ridden by the GM for specific situations, such as being surprised or when opening a door.
Maximum capacity of a zone: No more than 28 medium-size characters, including both sides, can be in a single zone.
Vanguard: By default, all characters will be in this position. From here, a character may make melee attacks and be attacked in melee normally by any enemy who is also in a vanguard position.
Flank: The maximum number of flank characters plus rearguard characters is equal to the number of vanguard characters. In order to perform a sneak attack or assassin's strike attack, a character must be in the flank position. Immediately after performing such an attack, the character automatically moves to the vanguard position with no action required.
Rearguard: The maximum number of flank characters plus rearguard characters is equal to the number of vanguard characters. A rearguard character is usually safe from melee attack.
Special case for narrow frontage areas such as doors and narrow corridors: Allow two characters to be vanguard per five feet of frontage, or unlimited if 15 feet or more of frontage. This may result in any excess characters being placed in the rearguard position, forming an exception to the usual limit on the number of rearguard characters. If frontage is limited by this rule, no character may be in a flank position.
Ranged Attacks: A ranged attack from within the same zone is assumed to be within the first range increment of the weapon. Ranged attacks from farther away are assumed to be at a range of exactly 30 feet per zone of space distant.
Movement: As a move action, a character can do any of the following:
* Move from one area within a zone to another area in the same zone (e.g. rearguard to vanguard). Note that moving from vanguard to any other location may provoke an attack of opportunity. If moving from the vanguard to the flank, you make make a Stealth check opposed by the highest enemy's Perception check to avoid provoking an attack of opportunity.
* If you are in the vanguard, you may move an enemy character from the rearguard or flank to the vanguard. This may provoke an attack of opportunity.
* You may move from one zone to an adjacent zone, arriving in the rearguard.
As a full-round action, you may move to the vanguard of either your own zone or an adjacent zone, and perform a charge attack against any enemy, forcing him into his vanguard if he isn't already in that area. If you were already in your vanguard, this may provoke an attack of opportunity.
Worth continuing?