Thursday 15 November 2012

1 New D&D 4E Motion State

A Revolutionary Concept in Miniature/Token-Based Tabletop War-Gaming

Combat in Motion for D&D 4E is a book chock full of innovation. One feature stands out as perhaps the most revolutionary concept the book contains: The mechanisms for modeling the uninterrupted movement of creatures through multiple turns using only stationary miniatures.

In table-top, melee combat games, miniatures or tokens mark the locations of creatures in combat. Generally speaking, each creature moves in space only when its token is physically moved by a player. The constraints of turn order would appear to make it impossible to model seamless, uninterrupted motion. Instead, each creature may move from one spot to another on its turn---stop there while other creatures take their turns---and then move again if the player so chooses when its next turn arrives. Each move begins at a stop and ends at a stop.

Now it is true that players may still imagine a creature represented by a motionless token to be moving furiously toward some farther destination; rules are no limitation on the imaginations of players. However, absent rules to model its movement, this imagined motion has no impact on the creature. It may as well be standing still.

Now some tabletop games are explicitly dedicated to modeling constant motion. In a game like Wings of War, the miniatures always represent moving aircraft engaged in swirling three dimensional dogfights, even when these miniatures are apparently stationary.

However, Enhanced 4E is unique in that its stationary miniatures or tokens sometimes represent creatures that are motionless and sometimes represent creatures that are still moving. Creatures alternate between these motion states depending on circumstance. When a creature’s motion state changes from motionless to in-motion, the way in which the creature interacts with its surroundings also changes.

In Enhanced 4E, a miniature “in-motion” marks the approximate location of the corresponding creature, as that creature moves rapidly toward an intended destination. Enemy’s giving chase find that target more difficult to hit with close and melee attacks and the creature also may escape the explosive effects of area attacks positioned to its rear. Most attacks made by the creature itself are far less accurate.

Most interesting, the creature is subject to momentum that carries over from one action into another and from one turn into the next. A creature completing an action in motion begins its next action in the same state, subject to the same penalties and the same benefits (including increased potential speed). The effect, however, is to blur the lines between turns. Chases and races can be much more easily and intuitively simulated with pursuers following hot on the heels of fleeing adventurers, or adversaries racing furiously to grab the golden idol.

To purchase your copy of Enhanced 4E: Combat in Motion, visit Enhanced4E.com. Available in both print and eBook editions!

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