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Ultimate Dungeon Terrain

Zone Combat for RPGs

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The sweet spot between battle
maps and theater of the mind

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Ultimate Dungeon Terrain Zone Combat for RPGs
Small Spaces and Large Spaces

Small spaces (typically less than or equal to 30’ x 30’ rooms or caverns) primarily use the inner
circle for combat, with creatures just outside the room being placed on the middle circle and
creatures out of range being placed on the outer circle.

Outer Circle

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Middle

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Circle

Inner
Circle

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Large spaces (typically more than 30’ x 30’ rooms or caverns) and outdoor spaces primarily use
the inner and middle circle for combat (broken into 5 zones), with creatures just outside the space
being placed on the outer circle and creatures out of range being placed on the table just outside
the outer ring.
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Outer Circle

Zone 1
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Zone Zone Zone


4 5 2

Zone 3
Corridors and Passageways

Corridors and passageways are typically narrow and have walls that restrict movement in certain
directions. If desired, miniature walls or passage terrain can be used to show this. The same rules
for large spaces are used, but the available zones are limited to the directions of the corridors or
passageways. For example, the red arrows below show where movement is restricted between
certain zones based on the configuration of the corridor or passageway (such as a T-intersection).

Outer Circle

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Zone 1

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Zone Zone Zone
4 5 2

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Terrain Setup

The Gamemaster places any terrain pieces based on the layout of the room, cavern, or outdoor
space. This usually includes things that creatures can interact with or use during combat (such as
seeking cover behind a pillar, tree, or desk). Any doors are placed in their approximate position
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in relation to the room based on the adventure map.

Movement

When it is their turn, a creature can move anywhere within the zone they are currently in (such as
taking cover behind a piece of terrain) or from their current zone to any other adjacent zone. Any
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creature that can move twice as fast (or more) than a normal human can move up to two adjacent
zones in one turn. Characters who can move a little bit faster than a normal human do not get
any advantage under these rules other than being able to get away faster during a chase. Those
characters who move a little bit slower than a normal human do not get any disadvantage under
these rules other than being slower during a chase.

Fleeing

If a creature decides to “turn tail and run,” it can move up to two adjacent zones in one turn but
may not attack and is subject to possible opportunity attacks (if this is part of the game’s rules).
A character can also make a “fighting retreat” and avoid any opportunity attacks by only moving
one zone per turn.
Ranged Attacks

Ranged attacks can be made against creatures in the same zone or another zone.
• Weapons with a range of 30’ or less can be used against enemies in the same zone or an
adjacent zone (not blocked by walls or other obstructions).
• Weapons with a range greater than 30’ can be used against enemies in the same zone or
any other zone (not blocked by walls or other obstructions).

Ranged attacks against an enemy that either attempted or succeeded at a melee attack against

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you within the last full combat round are made with at -3 to hit (due to the close proximity of a
threatening enemy).

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Cover and concealment (as adjudicated by the Gamemaster) can still make ranged attacks more
challenging per the game’s normal rules.

Only a single creature may (effectively) make a ranged attack through a doorway or other narrow
opening into a room during a single round.

Melee Attacks

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Melee attacks can only be made against enemies within the same zone (unless a creature’s reach
is greater than 30’ and can, therefore, make a melee attack into an adjacent zone). Any creature
can make a melee attack against any other creature in the same zone.
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Spells

Spells can be cast at creatures in the same zone as the spellcaster or in another zone. Spells with
a range of 30’ or less can only be cast into an adjacent zone.

The Gamemaster adjudicates any line-of-sight or line-of-effect questions.


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Areas of Effect

For areas of effect, the Gamemaster adjudicates how many creatures are affected and whether
cover makes any difference.
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Final Decisions

The Gamemaster makes final decisions about what can or cannot be done by creatures based
on this abstract movement system. There should be an assumption that characters move and act
intelligently and avoid obvious hazards.

Special Thanks

Special thanks go to Professor Dungeon Master, Sly Flourish, and others for developing many of
the concepts that helped inform these house rules.

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