Crucible Playtest Two - Grid, Movement, and Measurement Changes
Another significant change coming in Crucible Playtest Two (in addition to the [action economy changes]) involves an important change to grid, movement, and measurement in the Crucible system. Playtest One is designed around use of a square grid, using standard mapmaking conventions that each square represents 5ft/1.5m of distance. After careful consideration, the Crucible system will be moving to a design that is gridless by default. As a system designed specifically for virtual tabletop and the digital medium, the discretization of space into a specific grid configuration represents an unneccesary constraint which can be handled more elegantly using digital tools in a gridless game space.
What Was Not Working Well?
To be honest, many things were working well with a square grid as designed - so this change is not so much about fixing flaws as it is about capturing the full opportunity available to a digital-first TTRPG. Some limitations of the square grid approach, however, included:
- Facing an awkward choice about how to handle diagonal movement or measurement.
- Depending on the diagonal rule used, measured template shapes for actions or spells differ from the pure geometry that they represent.
- Forcing token placement onto a square grid eliminated the possibility for more nuance in the range of certain attacks. For example you couldn't have a "short range" weapons like a dagger or unarmed fists with a shorter range than a Longsword. Nor could you have a longer-range weapon like a Glaive without increasing the range of its attacks to 10 feet.
- Token movement on a square grid made increases to a character's Stride attribute overly powerful in determining their movement speed and effective distance.