Banging My Head Against a Wall: In Which I Attempt to Homebrew Rules for CoC Minis
by , 18th January 2013 at 06:21 PM (177 Views)
As I have previously mentioned, my anticipated party has no experience with CoC whatsoever (less one player, who is moderately experienced) and their roleplaying experience is exclusive to D&D and other hack n' slash games, most recently D&D 4e. To help ease them into the game, I am considering applying tabletop miniatures to combat sequences. Much of what I'm applying is straight out of the core rulebook (combat/insanity/magic), but the challenge that I am facing has to do with player movement. As of right now I'm torn between two methods of implementing movement:
1) Player's movement is equal to 1/2 DEX (rounded down).
2) Player's movement is 6 (base speed of D&D4e human characters).
Also troubling is how to regulate movement. I have an additional two methods I'm considering for this component:
1) 1inch square grid where 1in=1yd.
2) free form movement like Warhammer and other similar games, where players can travel in any directions, so long as their total movement is no more than their speed (measured in inches).
I know that CoC is not necessarily well-equipped for miniature use since it is an atmospheric, investigation-heavy game, but I think it will be a good way to bridge the gap between my players' dungeon crawling days and the unknown horrors that await them in Lovecraft Country. I welcome any and all input on how to best implement these rules, or any that others have used for their games.
Thanks!











