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.