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Document 14

Movement & Positioning

Where things are and how they get there

Purpose

This document defines spatial mechanics. It establishes how distance works, how movement happens, and how position affects combat.

TDGS supports both grid-based tactical play and theater-of-mind abstraction. The engine defines both systems. Your table chooses which to use.

Distance

TDGS uses a hybrid distance system. Grid rules provide precision. Range bands provide abstraction. Both are valid.

Grid System

1 MOV = 1 square Content defines scale (e.g., 1 square = 5 feet, 1.5 meters)

A character with MOV 10 can move 10 squares with a Move action. TDGS calculates in squares - content defines what a square represents in your world.

Diagonal movement costs 1 square (not 1.5). Gameplay trumps geometry.

Range Bands

For theater-of-mind play, distance is measured in bands:

BandGrid EquivalentDescription
Adjacent0-1 squaresTouching, melee range
Near2-4 squaresClose, easy reach
Far5-10 squaresRanged combat distance
Distant11+ squaresLong range, significant travel

MOV determines how many bands you can cross per Move action:

  • MOV 6 or less: 1 band
  • MOV 7-12: 2 bands
  • MOV 13+: 3 bands

"Distance is just a number until someone has to cross it. Then it becomes a decision. Do you close the gap? Hold your ground? Every square between you and your enemy is a choice waiting to be made."

Decimancer
DecimancerD10

Measurement Units Note

TDGS uses squares as its abstract unit of distance. The engine calculates in squares and is agnostic to real-world measurement systems. Content defines what a square represents:

  • Fantasy content: 1 square = 5 feet
  • Metric content: 1 square = 1.5 meters
  • Sci-fi content: 1 square = 2 meters

The examples in this document use feet for familiarity, but your content can use any scale. See also Document 15 (Equipment & Slots) for weight unit (WU) standardization.

"Squares are language. Feet are dialect. The engine speaks squares fluently. What those squares mean in YOUR world? That's your story to tell. A dungeon crawl might use 5-foot squares. A space opera might use 10-meter hexes. The math doesn't care. It just counts."

Tetrahex the Obscure
Tetrahex the ObscureD4

Movement

Move Action

A Move action lets you move up to your MOV in squares.

Move Action = Up to MOV squares

This costs your Action for the turn. You can move before or after other activities on your turn, but the total cannot exceed MOV.

Step

A Step is a free action allowing minor repositioning.

Step = 1 square Always 1 square. Not affected by terrain. Does NOT trigger opportunity attacks.

Step is for small tactical adjustments. Need to move more? Use your Action.

Terrain and Movement

Terrain affects how far you can travel:

TerrainMovement CostExamples
NormalFull MOVRoads, open ground, floors
DifficultHalf MOV (round down)Mud, rubble, undergrowth, shallow water
Very DifficultQuarter MOV (round down)Deep snow, dense jungle, waist-deep water

Example (MOV 10):

Normal terrain: 10 squares Difficult terrain: 5 squares Very Difficult: 2 squares

Step ignores terrain. It's always 1 square, always free.

Terrain Types

The engine defines four terrain patterns. Content builds specific terrains using these.

Difficult Terrain

Movement costs double. Half your MOV (round down).

Examples: Mud, rubble, undergrowth, shallow water, loose sand, icy ground.

Hazardous Terrain

Deals damage when you enter or start your turn there.

Damage amount defined by content (fire might deal 1d6, acid pools 2d8, etc.).

Examples: Fire, acid pools, spike traps, extreme heat, toxic gas.

"Hazardous terrain is my FAVORITE terrain! Fire, acid, lava—all the best squares are the ones that hurt! Pro tip: push your enemies into the burny bits. They hate that. I love that. Everyone wins! Well, I win. They don't. But that's winning!"

Flamey Eight-ball
Flamey Eight-ballD8

Blocking Terrain

Cannot pass. Blocks line of sight.

Examples: Walls, boulders, closed doors, thick trees, pillars.

Obscuring Terrain

Blocks line of sight. Does NOT block movement.

Examples: Fog, smoke, magical darkness, heavy rain, dense foliage.

Line of Sight

To target something, you must see it.

Draw a line from the center of your square to the center of the target's square. Clear = Line of sight (can target) Blocked = No line of sight (cannot target)

Blocking terrain and Obscuring terrain block line of sight. One line. Clear or not. No arguments.

Adjacency

Adjacent = Within 1 square (includes diagonals)

A character has 8 adjacent squares (the ring around them). Sharing an edge or corner both count as adjacent.

Melee attacks require adjacency unless the weapon has Reach.

Range and Weapons

Weapons have range categories determining where they're effective.

Weapon Range Table

Range TypeOptimal BandExtended (-2)Maximum
MeleeAdjacent—Adjacent
ReachAdjacent, Near—Near
ThrownNearFarFar
RangedFarDistantDistant
Long RangeDistant—Distant

Optimal: No penalty. This is where the weapon is designed to work.

Extended: -2 to hit. One band beyond optimal. Pushing the weapon's limits.

Beyond Maximum: Cannot hit. Out of range entirely.

Melee and Reach

Melee weapons (swords, axes, fists) only work at Adjacent range. No extended range. You're in arm's reach or you're not.

Reach weapons (spears, polearms, whips) threaten both Adjacent AND Near. This is their advantage—zone control without sacrificing close combat.

"Reach weapons are interesting. The spearman controls more space. But control isn't damage. The swordsman who closes the gap hits just as hard. Reach buys you time and options. What you do with them determines if it was worth carrying ten feet of pointy stick."

Tetrahex the Obscure
Tetrahex the ObscureD4

Cover

Cover makes you harder to hit with ranged attacks.

Cover TypeBonusDescription
Partial+2 REF25-50% obscured (low wall, thin tree)
Half+4 REF50-75% obscured (thick pillar, window)
FullUntargetable75%+ obscured (complete concealment)

Cover affects REF (making you harder to hit). If the attack still hits, armor reduces damage as normal.

Cover applies against ranged attacks. Melee attackers are already adjacent—a wall between you isn't helping.

Opportunity Attacks

When you leave a hostile's threatened range, they get a free attack.

TRIGGER: Leaving an adjacent square of a hostile entity RESULT: The hostile gets one free melee attack against you - Uses normal attack (STR vs REF) - Happens before you complete your movement - One opportunity attack per triggering movement

This prevents cost-free disengagement. Position matters. Leaving melee has consequences.

"Oh, you thought you could just WALK AWAY? From ME? In the middle of COMBAT? How delightfully optimistic! Go ahead, turn your back. I'll wait. My sword will wait slightly less."

Sir Critsalot
Sir CritsalotD20

Reach and Opportunity Attacks

Reach weapons threaten Adjacent AND Near squares. Leaving either range triggers an opportunity attack from the reach weapon wielder.

The spearman controls more ground. That's the trade-off.

Flanking

Coordinated positioning grants attack bonuses.

FLANKING: Two allies on opposite sides of an enemy Requirement: - Both attackers adjacent to target - Positioned on opposite sides (straight line through target) Bonus: +2 to hit for both flanking attackers

Flanking rewards teamwork and tactical movement.

Surrounded

More attackers means more pressure.

ConditionAdjacent EnemiesBonus
Flanked2 (opposite sides)+2 to hit
Surrounded3++4 to hit
Overwhelmed5++6 to hit

"SURROUNDED. LET ME CONSULT THE PERCENTAGES. AH. THEY SAY YOU ARE ALREADY DEAD. THE DICE SIMPLY HAVE NOT INFORMED YOU YET."

Hundröd the Uncountable
Hundröd the UncountableD100

High Ground (Optional Rule)

Elevation can provide advantage.

HIGH GROUND: +2 to hit when at higher elevation than target

This rule is optional. Use it if your table wants elevation to matter mechanically. Otherwise, handle elevation narratively through GM discretion.

Falling

What goes up must come down. Usually painfully.

FALLING DAMAGE: 1d6 per 2 squares fallen Cap: 10d6 (20 squares)
SquaresDamageExample (5ft scale)
21d610 feet
42d620 feet
105d650 feet
20+10d6 (capped)100+ feet

After 20 squares, you've hit terminal velocity. The ground doesn't hit any harder.

Reducing Fall Damage: The engine doesn't mandate a method. Content may provide skills (Tumble, Acrobatics) or abilities (Slow Fall, Cat's Grace) that reduce or negate falling damage.

"Ah, falling! My moment to SHINE! Every two squares, another d6! Every bounce, another roll! Will it be ones and you walk away with a bruise? Or sixes and you become a cautionary tale? I've seen heroes leap from towers thinking they're invincible. They're not. But oh, the DRAMA on the way down! The screaming! The regret! And then—MY dice decide if it's a funny story or a funeral!"

His Rolliness the Sixth
His Rolliness the SixthD6

Forced Movement

Some abilities push, pull, or slide targets.

TypeEffect
PushMove target X squares directly away from you
PullMove target X squares directly toward you
SlideMove target X squares in any direction

Critical: Forced movement does NOT trigger opportunity attacks.

You're not choosing to leave. You're being moved. There's a difference.

"Push them into the fire. Pull them off the cliff. Slide them into their friends. Forced movement is poetry in motion—specifically, YOUR motion applied to THEIR body. And the best part? No opportunity attacks! They can't even complain about it! Well, they can. They will. But it won't help them."

Nyxara Tidelight
Nyxara TidelightD12

Summary Tables

Movement Quick Reference

ActionDistanceNotes
MoveUp to MOV squaresCosts Action
Step1 squareFree action, no OA

Terrain Effects

TerrainMovementOther
NormalFull MOV—
DifficultHalf MOV—
Very DifficultQuarter MOV—
HazardousVariesDamage on entry/start
BlockingCannot passBlocks LoS
ObscuringNormalBlocks LoS

Positional Modifiers

ConditionModifier
Flanking+2 to hit
Surrounded (3+)+4 to hit
Overwhelmed (5+)+6 to hit
High Ground (optional)+2 to hit
Partial Cover+2 REF
Half Cover+4 REF
Full CoverUntargetable
Extended Range-2 to hit

Range Bands

BandSquaresTypical Use
Adjacent0-1Melee combat
Near2-4Reach weapons, close thrown
Far5-10Ranged weapons
Distant11+Long range weapons

Design Notes

Why Hybrid Distance?

Some tables love grids. Some hate them. Both are valid. The engine supports both so content can choose.

Why Diagonals Cost 1?

Technically, diagonal movement across a square is ~1.4 times the distance. Some systems alternate 1-2-1-2. We don't.

Simpler math means faster play. The geometric inaccuracy is a worthwhile trade for not arguing about whether your move was 7 or 7.5 squares.

Why Opportunity Attacks?

Without them, melee combatants get kited. Ranged attackers just walk away forever. Opportunity attacks create sticky melee engagement and make positioning matter.

Document Status

Status: Canonical

This document defines movement and positioning for TDGS. All spatial mechanics in TDGS-based systems should follow these rules.