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Ultimate Dungeon Terrain Zone Combat for RPGs

Overview

This reference defines a zone-combat layer tuned for Ultimate Dungeon Terrain layouts. It aims to preserve tactical readability while reducing grid precision overhead.

Spatial Model

  • Small spaces focus on inner circle, with nearby creatures on middle circle and distant creatures on outer circle.
  • Large spaces use five combat zones (plus outer positioning for near/out-of-range distinctions).
  • Corridors restrict available adjacent-zone movement based on passage geometry.

Core Procedure

  • Standard move: within current zone or into one adjacent zone.
  • Very fast creatures: up to two adjacent zones.
  • Fleeing: up to two zones, no attack, possible opportunity exposure.
  • Fighting retreat: one-zone move to reduce exposure.

Attack and Spell Handling

  • Ranged 30' or less: same or adjacent zone.
  • Ranged greater than 30': any zone (if unobstructed).
  • Melee: same zone, unless exceptional reach extends to adjacent zone.
  • Recent melee pressure imposes a ranged attack penalty.
  • Spell targeting and AoE counts are explicitly adjudicated by the GM.

Design Implications

The model strongly favors explicit table adjudication over geometric exactness, making it suitable for fast-resolution play where shared intent matters more than square-level positioning.

Coverage

  • Fully covered from source: small-space and large-space zone geometry, including 3-circle and 5-zone models.
  • Fully covered from source: corridor/passageway restrictions, standard/fast/flee/fighting-retreat movement rules, and adjacency constraints.
  • Fully covered from source: ranged/melee/spell range handling, AoE adjudication stance, and GM final-decision doctrine.

See Also