Positioning & Ranges
Positioning & Ranges
SystemRPG supports both grid and theater-of-the-mind combat. Use these standards for consistent adjudication.
Timing
- Round Length: 1 second.
Movement
- Move Action Distance: You may move up to your Walk Speed (feet/second) per Move action (see Core Formulas#Movement and Initiative).
- Difficult Terrain: Halves movement through affected spaces/areas.
- Forced Movement: Does not provoke reactions unless an ability specifies otherwise.
Areas of Effect (reference sizes)
- Cone: 15 ft (small), 30 ft (standard), 60 ft (large)
- Line: 30 ft by 5 ft (standard bolt), 60 ft by 10 ft (heavy beam)
- Burst/Sphere: 10 ft radius (small), 20 ft radius (standard)
Adjust as needed for tier and spell description. Always state the area before rolling.
Cover & Line of Sight
- Half Cover: +1 die to defensive Flux Checks against ranged attacks.
- Three-Quarters Cover: +2 dice to defensive Flux Checks against ranged attacks.
- Total Cover: Cannot be targeted directly unless the effect bypasses cover.
Narrative Conversion
- In theater-of-the-mind, convert distances to clear descriptors ("close," "near," "far"). If uncertain, default a Move action to reach "close" targets, two Actions for "near," and three for "far," modified by Speed.