Optional Rule: Grid Maps

by Swordbreaker

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Optional Rule: Grid Maps

If a group prefers to play with a gridded map and miniatures or tokens, instead of Genesys’ typical theater of the mind style range bands and movement, the following is a proposed system to convert to using maps.

Maps

Movement Value and Moving

Every character has a movement value (MV). The movement value represents how many movement points a character has in a turn, and a movement point is equal to a single space on a map. Movement value is equal to the character’s Agility + 2. As a character increases their Agility (permanently or temporarily), their movement value increases with it.

Example
A character has a movement value of 5. On their turn, they spend a maneuver to move 3 spaces. They then perform an action, followed by another maneuver to move another 2 spaces.

Spaces

When moving, a character can move to any adjacent space. Two squares are considered adjacent if they share an edge or a corner, meaning a character can perform both an orthogonal and diagonal movement, and may do both in the same movement maneuver.

A character cannot move through or occupy a space that is occupied by another character or an impassable object. A character can move diagonally between two characters if the space is open, but they cannot move diagonally between two impassable objects (a character may, however, perform a diagonal movement between two impassable objects with a Coordination check at the GM’s discretion).

Terrain

There are three types of terrain: open, difficult, and impassable.

Open terrain has no restrictions and the character can move normally, spending one movement point to move one space.

Difficult terrain requires twice as many movement points to move through than normal, i.e. they require two movement points to move one space.

Impassable terrain cannot be moved through under normal conditions. The GM may allow a character to surmount or bypass impassable terrain with a skill check, though this requires an action and is not tied to movement points.

Ranges

Convert the range bands as follows:

  • Engaged: Any space directly adjacent to the character’s space.
  • Short Range: 1 space beyond engaged, or 2 spaces away from the character’s space.
  • Medium Range: Up to 6 spaces beyond short range, or 3-8 spaces away from the character’s space.
  • Long Range: Up to 6 spaces beyond medium range, or from 9-14 spaces away from the character’s space.
  • Extreme Range: Anything beyond long range, or 15 or more spaces away from the character’s space.

Line of Sight

When making ranged combat checks (either with a ranged weapon or an invocation), the attacking character must determine line of sight with their target. Line of sight is determined by tracing two unobstructed lines between one corner of the space the attacker is occupying to two corners of the space the target is occupying. Obstruction is typically caused by another character or an impassable object, at the GM's determination. If both lines can be traced unobstructed, line of sight is established. If only a single line may connect, the target is considered under the effects of cover (see Genesys Core Rulebook p. 110).

If neither line can connect, the target is completely out of sight of the attacking character, and may typically not make the attack.

At the GM's discretion, elevation may allow a character to bypass obstructions to line of sight.

GRID MAPS

GENESYS

 

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