- Most roleplaying systems assume a one inch increment. Sod that for a game of toy soldiers (pun intended), we're going metric :)
- However multiples of 2.5 cm seem to be a good basis
- 2.5 cm step size is too small for floor games, so I chose 5 cm steps, works well
- May change to 2.5 cm for tabletop and 10 cm for outdoor games, same movement value just different piece of string
- Maximum movement is indicated by number of boxes on Character Sheets
- Each player gets a piece of string with two knots corresponding to their maximum movement, works well
- (Deluxe: Grab a handful of the free paper tape measures at Ikea and mark with a pen)
- Movement is "put string at nose, move nose to end knot maximum"
- Encourage roleplaying "steps" (natural for kids)
- Don't explain the rule - just show as first lesson of first adventure (see "Getting Started" )
- Have to enforce discipline initially, kids are used to moving their toys unconstrained, but they get it quickly
- Use same method for movement in 3D space (climbing, flying - if creature can fly=skill)
- Fall damage: roll 1D6 per creature maximum length fall, result greater than 3 = 1HP damage
- Climbing: (untested - needs climbing skill) roll 1D6 per creature maximum length, result greater than 3 = fall
Typical movement stats:
(It is recommended to adjust these to avoid too large differences between players "Waaah, it's not fair!")
Small creature (less than 10 cm toy size) = 4 steps
Medium creature (10 cm to 25 cm toy size) = 5-6 steps
Large creature (above 25 cm toy size) = 7-8 steps
Anything more than 8-10 steps seems too fast (40-50 cm per turn)
Higher speeds possible if characters get into a vehicle (car, boat, plane)
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