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Hi there! I've been reading through the Quickstart and really enjoying the theme and vibe. My questions are about Movement and Combat:

The different movement speeds and types imply the use of a battle map or grid to run combat. However, this is not stated specifically, nor are alternatives for non-distance-based/grid-based combat suggested. My main concern is with setting up interesting combat arenas on-the-fly with a system where distance and movement speeds matter (rather than pre-planning combats in carefully arranged arenas).

Do you have any recommendations on how to make the use of combat speeds and types in Beetle Knight easy to run and fun to play? Is a battle map or grid the only way to go, or are there alternatives that will work? And will the full game expand on these types of questions with GM Best Practices? Thank you!

(1 edit)

These are great questions! Thank you!

I have generally run combat on a grid, but not always. I use words like adjacent, near, far, and very far when I’m not on a grid. I will be sure to include that in the Arbiters principles that we’re working on (I added it to my notes). For speed what I do if, say, someone is slightly slower, I’ll say “you don’t quite reach your destination because your speed is lower”. 

All this being said, I feel like the combat can be improvised on the grid without any issues. There’s no need to worry too much about a perfectly balanced encounter. 

Hope this helps!