November 8, 2024

Simplified Range-Based Combat - Devlog #43

Exploring a simplified range-based combat system

I've been toying with different range systems to help simplify combat. I like OSR combat but don't necessarily want the crunchy gameplay a grid requires. I've toyed with some formats akin to a Witcher-style Gwent grid to be a facsimile for range and still maintain some of the fun of a grid, but continue to try other methods.

Tracking range to an enemy could be as simple as noting it down when combat starts and adjusting based on how moves work out. Generally, the ranges are pretty easy to work out in a format like that:

Range Categories

  1. Melee: You're close enough to strike with hand-held weapons or engage in grappling.
    Examples: Swords, daggers, clubs, and unarmed attacks.
  2. Near: About 15-20 feet; close enough for short-range weapons or quick charges.
    Examples: Shortbows, thrown weapons, spears, and quick movements to engage in melee.
  3. Far: Around 30-60 feet away; effective for ranged weapons but requires more effort to reach in melee.
    Examples: Longbows, crossbows, and some skills.
  4. Distant: Beyond 60 feet; usually requires multiple turns to close the gap or specialized ranged weapons.
    Examples: Siege weapons, signal devices, or engaging enemies across large open spaces.

Have you played any games with good, simplified OSR-style combat? I'd love to hear about it. Reach out on social media!

A crystal

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