Movement rules

Since this game is going to be played without a grid, some adjustments have been made to movement and positioning rules.

For one, speed does not exist any longer. Movement is distributed through Areas, which are vaguely defined zones in a combat setting, large enough for a character to move across any of its points with relative ease (Zones and difficult terrain notwithstanding). Characters in the same area can be assumed to be able to reach each other with little effort, although they are not necessarily engaged in combat.

To differentiate between those that are clasing weapons with each others and those that are outside of immediate danger, characters can find themselves attributed with the Engaged state. This is not indicative of their marital status but serves to determine if they’re fighting with someone or not. A character can Engage another in the same area as a move action; if he is unengaged, he can elect to make a Charge instead, engaging an enemy and performing a basic melee attack with a +1 bonus to hit. Once Engaged, a character provokes attacks of opportunity if he tries to Cover Ground, Engages or Charges another enemy (that is obviously not in the current engagement), and also when he uses an attack power with a range of Ranged or Area.

If a character Engages an enemy that is already Engaged with another, they all become part of the same engagement. This is relevant for the purposes of flanking or determining who is hit when using Close Blast and Close Burst powers.

Since positioning is abstract, flanking is also considered to be a state. In order to flank an enemy, a character must be engaged in combat with him and have an ally present in the same engagement, who is not currently flanking another enemy. The character initiating the flanking manoeuvre must choose a free ally and make an Initiative check with a difficulty equal to 10 + the enemy’s Initiative bonus; if he succeeds, he and the chosen ally become flankers and gain combat advantage against that enemy. When being flanked, a character can attempt to get out of the encirclement as a move action and by making an Initiative check with a difficulty equal to 10 + the lower initiative bonus of the involved characters; if he succeeds, the flankers immediately lose their flanking benefits.

Only up to two characters can flank another of Medium or smaller size, up to three if the target is Large, four if Huge, five if Gargantuan and six if Colossal. Unless otherwise specified. A flanked character that disengages from combat is obviously no longer flanked, and at the same time a flanker that disengages from combat, is stunned, incapacitated, immobilized or unable to take actions immediately lose the flanking benefits: if this happens and the amount of valid flankers drop to 1 or less, the target is no longer flanked and all the positioning process must start anew.

Shifting is a special action that can no longer be freely performed as a move action by anyone. A character can only shift in the same area for multiple benefits: he can shift to disengage without provoking Attacks of Opportunity and can enter a different engagement if he so wishes, he can shift to automatically succeed in flanking an enemy or to automatically free himself of flankers. Unless otherwise specified, it is not possible to shift across multiple areas, but it is possible to shift across different zones in the same area, unless any of these zones are difficult terrain, including the one the character starts into.

Zones are not only an effect created by various powers but also a way to differentiate points of interest in the same area. Since they are all abstracted, there are no strict definitions of what a Zone is beyond mutual agreement and common sense: a wagon on the side of a road might be a different Zone in the same general area, so would be a pit, a wall, a low roof, a canal and so on. Moving through Zones in the same area is usually a minor action, although in some cases, such as climbing a ladder or having to jump across gaps, it’s possible to consider the passage from one Zone to another to count as a move action, or even difficult terrain.

Powers that create Zones can either affect the whole area, a single zone in the same area or create a new zone where the power takes effect, all within the constraints of coherency and common sense.

Teleportation works as per normal 4e rules, with the obvious exceptions that movement won’t be in squares. Teleportation will specify whether it’s limited to the same area or across areas. A character can use teleportation to both engage and disengage.

Movement rules

Brave new world Mokuren