No squares, hexes, etc...just open terrain?


Homebrew and House Rules


Pathfinder Adventure Path Subscriber

Anyone tried playing on open maps?

Some adjustments would be made for area bursts, cones and so forth, but now they can be truly shaped. Just measure from point of origin in a radius for a burst, with a 90 degree angle for a cone and such.

Determining cover and flanking can be from measuring the miniature to miniature.

And no more odd counting on diagonal movement or determining threatening squares. If the measurement shows you within range, you're within range.

What issues/pitfalls does this create?

Cheers and happy holidays!


Rerednaw wrote:

Anyone tried playing on open maps?

Some adjustments would be made for area bursts, cones and so forth, but now they can be truly shaped. Just measure from point of origin in a radius for a burst, with a 90 degree angle for a cone and such.

Determining cover and flanking can be from measuring the miniature to miniature.

And no more odd counting on diagonal movement or determining threatening squares. If the measurement shows you within range, you're within range.

What issues/pitfalls does this create?

Cheers and happy holidays!

I did free form movement for 2 campaigns in my group. We were avid wargammers so we used 1inch=5ft and just did free form movement and set up terrain for encounters and such. It adds a lot of freedom, and can add some dynamics to encounters (physical 3d terrain can make for a more immersive experience with the right mind set), and theres no artificial limitations on what direction you can move. Just break out the tape measure and move. Even curved movement was a simple matter of arcing the tape (commonly done in a lot of wargames).

Pitfalls, well for one, it takes longer. Not a lot longer. A few seconds if you are comfortable with it. But over a couple rounds with a dozen or more participants in the encounter (especially for dms) those few seconds can really add up.

Setup time can also be longer if you want to make use of 3d or wargaming terrain. Edge cases of movement (vertical movement, moving over obstacles etc) can also become a bit tricky, particularly early on. So really the biggest downside is it can take longer.

Also, it makes the game even more tactically focused. Which is fine if you like that sort of thing, but it makes theater of the mind people even more unhappy then just using a grid.

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I am using a system for an RPG project that measures distance less discretely in a similar manner to Numenera. All non-very-long-range distances are measured as either melee, close, short, or long range. A move action allows you to move within close range. This helps solve the annoying problem of having to break out a ruler for every movement. However, it does create the issue of difficult terrain. My game has difficult terrain cost action economy, but that doesn't quite work in Pathfinder.


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I'd rather use a pre-printed battlemap than have to fuss with breaking out a ruler every time I wanted to do pretty much anything.

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Cyrad wrote:
I am using a system for an RPG project that measures distance less discretely in a similar manner to Numenera. All non-very-long-range distances are measured as either melee, close, short, or long range. A move action allows you to move within close range. This helps solve the annoying problem of having to break out a ruler for every movement. However, it does create the issue of difficult terrain. My game has difficult terrain cost action economy, but that doesn't quite work in Pathfinder.

Numenera and Edge of the Empire use this system, but, to be honest, I found those somewhat unsatisfying. Once there are more than two parties involved, relative distances get confusing very quickly.

I like my battlegrid, but if you are a wargamer comfortable with using a measuring tape, you should be fine.

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Amanuensis wrote:
Cyrad wrote:
I am using a system for an RPG project that measures distance less discretely in a similar manner to Numenera. All non-very-long-range distances are measured as either melee, close, short, or long range. A move action allows you to move within close range. This helps solve the annoying problem of having to break out a ruler for every movement. However, it does create the issue of difficult terrain. My game has difficult terrain cost action economy, but that doesn't quite work in Pathfinder.

Numenera and Edge of the Empire use this system, but, to be honest, I found those somewhat unsatisfying. Once there are more than two parties involved, relative distances get confusing very quickly.

I like my battlegrid, but if you are a wargamer comfortable with using a measuring tape, you should be fine.

Hm, I see. I considered something for my project where the game still uses a grid and map. However, the grid functions more on the macro level and positions can be less discrete on a micro level. For example, each grid unit encompasses a 25 foot square rather than a 5 foot square. Everything in this square is considered to be within close range, the typical distance someone can move to run up to someone and engage in melee combat.


A square grid is a convenience we use mostly in buildings and "dungeon" settings. Rulers and tapes rule in outdoor encounters. The old wargame standby of burst radius, cones etc. work well. A ruler and commonsense can be used just as well. As has been mentioned above, it can take a bit more time, but I like using terrain where possible. Unfortunately the bulk of terrain makes transportation problematic and adds further to the extra time needed in setup and break down after battle.


That's mostly what our group does. Grid for indoors, and freeform for the outdoors. At times, in dense melee custer****s, we do have to conform model placements to a grid so we know how far a 5 foot step can take us. But for the most part, it's measuring tapes all the way.

We usually just measure spell radii with the tape measure, though I recently bought a pack of pipe cleaners, and use those to make common spell overlays. Only have the Fireball and Cone of Cold ones right now, but I'll probably wrap a few others together when the need arises.

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Trigger Loaded wrote:
At times, in dense melee custer****s, we do have to conform model placements to a grid so we know how far a 5 foot step can take us. But for the most part, it's measuring tapes all the way.

Is it possible to accomplish this by moving a base-width for a 5-foot-step?


The biggest problem that I could see arising is the arguing over nanometers, which is what used to happen when I played WH40K. Players would always get into fights over charge range, weapon range, etc.

The big thing to establish is for the GM to decide how tight/loose to be with "the milimeter" that shows up. Wargamers k ow what I'm talking about. That pesky milimeter that makes a charge too long, or a weapon out of range. If the GM is going to be tight or loose on that milimeter, make sure it's consistent for the PC's and the mo sters alike, or there's going to be some sore feelings.


One more pitfall i found would be threat ranges for attacks of opportunity from moving. People i plaeyd with had a nasty habit of naking long move actions to get into flanking without provoking AoO, dircling the enemy just outside his threat zone. Bit of a pain in the butt to check that in the open and see if the threat circle isnt breached by those pesky milimeters.


I've done this for a few sessions. There's only a few problems, along the lines of someone accidentally moving their character just out of range or just in range of something they thought they were the right distance from. I feel it's more free and realistic though.

I use roll20, so I still had the grid turned on, and the right spacing for feet, but I turned off snap to grid, and turned off visibility on the grid. Honestly, the distance things could have been easily solved by them using the ruler tool, like they should have known by then, but still.


We almost never use hexes, squares, circles, anything.. just an eraseable whiteboard.

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