Distance & Range

Each choice crosses space—what shifts is the lens.

Whether whispering across a tavern table, loosing an arrow into the dark, or sprinting through firelit halls—distance matters. Narateer uses three spatial phases to fit movement and range to the scene’s tone, stakes, and pace.

To act, to measure, to close the gap—begin with how the story sees the space between.

How Does Distance Work?

Range is a question. Each mode answers it differently.

Distance determines how movement, range, and area effects are measured depending on the scene. The core rules persist—but the measurement method adapts to match the emotional and tactical stakes.

Ask yourself:

  • What level of precision does the moment demand?
  • Is spatial logic or story rhythm more important right now?
  • Would a grid enhance or hinder clarity?

Tip: For full rules on Scene Modes, see: Scene Modes (pp xx).


Story Mode — Narrative Distance

Use narrative distance when drama matters more than detail. Resolve movement, range, and effects by intention and tone—not geometry. Focus on what feels plausible, not what measures true.

Tip: Trust character intent and scene rhythm over measurement. If it feels right, let it be true—distance should serve the story, not stall it.

Movement in Story Mode

Don’t count meters—describe intent. Use speed, terrain, and pacing to judge what feels right.

  • The Guide weighs your Base Movement (BM), the terrain, and pacing to decide what makes sense.
  • Use phrases like “you can get there,” “you’re too far,” or “you’ll arrive just in time.”

Example: Shrine Approach

Your party spots a ruined shrine through the trees. One player says, "Can I reach it in one round?" The Guide considers terrain, pacing, and the character's BM, then replies, "Yes—your ranger is quick enough to cover the distance before the next beat of action."

Range in Story Mode

Narrative range isn’t about meters—it’s about whether your action makes sense from where you are. Consider positioning, visibility, and the logic of the scene.

  • The Guide weighs situational context—sightlines, object weight, weapon type—to decide what feels reasonable.
  • Use phrases like “within reach,” “at a stretch,” or “too far to hit.”

Example: Flask Throw

The party is perched on a bluff, watching a trio of cultists below. One player says, “Thade tosses a flask of oil toward the center of their group.” The Guide gauges the moment—tone, distance, tension—and replies, “Absolutely. It arcs overhead and smashes behind them. They wheel around, startled.”

Area Effects in Story Mode

Area effects don’t need templates—just clear impact. Consider proximity, timing, and dramatic focus to decide how many targets are affected.

  • The Guide judges impact based on proximity, size, and pacing—not radius.
  • Use phrases like “catches the front ranks,” “engulfs the whole group,” or “just clips one or two.”

Example: Wildfire Surge

A druid calls down flame in a forest clearing. The Guide decides it washes over the whole scene, scorching all hostile creatures. In a tighter setting, the effect might instead threaten just the front ranks.


Cinematic Mode — Zone-Based Distance

Use Zone-based distance when you want clear structure and meaningful stakes without grid-based precision. They keep action fluid, fast, and easy to follow.

A Zone represents one tactically distinct area of the scene, such as a room, corridor, clearing, or rooftop. While often about 10 m across, its true size is flexible and defined by how it shapes character action.

Tip: Use Zones to turn space into decision points. If it shapes action—a room, alley, bridge, or rooftop—it’s a Zone. The Guide can pre-mark Zones or call them on the fly as the story unfolds.

Example Zones

  • A 10 × 10 m square or hex space on a map.
  • A rooftop terrace.
  • A narrow hallway or alley.
  • A single room of any shape.
  • The deck of a ship.
  • A cliffside ledge.
  • A dense thicket or grove.
  • A collapsed section of ruins.
  • A raised platform, shrine, or siege tower.
  • A market stall cluster or bazaar aisle.

Zone “Snapping” in Cinematic Mode

Zone Snapping quickly converts real-world meters into Zones for movement, range, and area effects. It keeps play fast and consistent by replacing exact measurements with clear, game-ready distances.

How to Snap Distance to Zones

  1. Calculate the total distance in meters.
  2. Round that distance to the nearest 10 m.
    • 1–4 rounds down to 0 m.
    • 5–14 rounds to 10 m.
    • 15–24 rounds to 20 m, etc.

Zone Count = Rounded Distance ÷ 10

This value tells you:

  • How many Zones a character can move through.
  • How many Zones away a target is.
  • How many Zones an effect can cover.

Tip: Always round the total distance to the nearest 10 m before converting to Zones.

Example: Distance Snapping

Velka’s Base Movement (BM) is 13 m. She chooses to Run, doubling her movement to 26 m. The Guide rounds this total distance up to the nearest 10 m—30 m—using Zone Snapping. This translates to 3 Zones, so Velka can move up to 3 Zones away from her current Zone.

Movement in Cinematic Mode

In Cinematic Mode, you move by Zones—not tiles or meters. Your movement is snapped to Zone counts, and your exact position inside a Zone is handled narratively, not spatially.

  • Declare your movement: Walk, run, or sprint, etc.
  • Calculate your total move distance: Multiply your Base Movement (BM) accordingly—walk (×1), run (×2), or sprint (requires a skill check).
  • Snap to Zones: Round the total distance to the nearest 10 m, then divide by 10 to get your number of Zones.
  • Move between Zones: You may move through open Zones up to your limit.
  • Position freely within a Zone: Once inside, describe where you go—toward cover, into melee, over a ledge.

You cannot:

  • Skip obstacles or terrain without justification.
  • Move through enemies without checks or consequences.
  • Occupy the same exact same space as someone else unless it makes sense.

The Guide may restrict movement based on hazards, crowding, or resistance. Traversing a Zone isn’t automatic when the fiction pushes back.

Tip: Being “in the Zone” doesn’t mean you control the space—it just means you’ve arrived. What you do there still depends on scene logic.

Example: Corridor Run

Rholan is desperate to get to his allies a short distance away in a dungeon complex they are exploring. His Base Movement is 14 m. He runs, doubling that to 28 m. Snapped to the nearest 10 m, it becomes 30 m—3 Zones.

He sprints through two hallways into the chamber where his allies are cornered, weaving between foes or diving behind cover—no measuring, no grid, just action.

If the chamber’s chaotic or crowded, the Guide might call for a check (e.g. Athletics to push through) or limit how far Rholan gets before facing resistance.

Range in Cinematic Mode

In Cinematic Mode, you measure range in Zones—not exact lines, angles, or metres. You describe the ranged action you want to take, and the Guide decides if it’s possible based on Zone distance, line of sight, and the logic of the scene.

  • Declare your ranged action.
  • Calculate your total ranged distance: Ranged weapons, spells, and abilities list ranges in metres. The Guide determines the distance to the target.
  • Snap to Zones: Round the total distance to the nearest 10 m, then divide by 10 to get your number of Zones.
  • Target freely within a Zone: If the target’s Zone is within your range, you may target anything inside it—subject to sight lines and obstructions.

You cannot:

  • Ignore cover or obstacles just because you’re “in range.”
  • Shoot through solid barriers without justification.
  • Target something you cannot logically see or hear.

The Guide may rule a shot invalid, impose Disadvantage, increase the target number, or require movement before you attack. They may also adjust the target number based on environmental factors, the attacker’s position, or the nature of the target.

Tip: Range in Cinematic Mode is about narrative reach, not ruler precision. Use Zones to keep things fast, fair, and fiction-first—if the scene supports it, the ranged action is valid. Let logic and line of sight do the heavy lifting.

Example: Crossbow Shot

Kaelen crouches behind an overturned cart in the village square. Across the plaza—six Zones away—a bandit captain shouts orders from atop a well.

“I take aim with my light crossbow and fire,” Kaelen says.

The Guide checks the distance (6 Zones), confirms the sight line, and considers Kaelen’s position.

“Go for it,” the Guide replies. “You’re pushing your ideal range, but you’ve got a clear shot—no penalty.”

The bolt whistles across the square—deadly and cinematic.

Area Effects in Cinematic Mode

In Cinematic Mode, area effects don’t use measured templates. Instead, they affect part of a Zone, a whole Zone, or spill into multiple Zones, depending on the effect’s scale. You describe the effect, and the Guide rules its impact based on Zone logic, positioning, and the fiction.

  • Declare the effect: Spell, explosion, hazard, or burst—state exactly what’s happening and where it originates.
  • Determine scale:
    • Small effect (~5 m diameter): Affects only a few targets within a Zone, close to the impact point.
    • Medium effect (~10 m): Can affect most or all targets in a single Zone.
    • Large effect (15 m+): Can affect all targets in a Zone and spill into one or more adjacent Zones.

Examples: Effect Scaling

  • Small burst (~5 m): A thrown vial of oil catches 2–3 clustered targets near the point of impact.
  • Zone-wide blast (~10 m): A fireball spell engulfs the entire target Zone.
  • Massive sweep (~15 m+): An exploding gunpowder barrel devastates the Zone and tears into adjacent ones.

Apply Zone logic:

  • The Guide considers how targets are spaced, whether they are exposed or behind cover, and which parts of the Zone the effect can actually reach.
  • Effects do not automatically fill a Zone unless their scale and conditions justify it.

Narrate consequences:

  • Describe who’s caught, who avoids it, and how the environment reacts—smoke, fire, shockwaves, debris, or other hazards.

Tips for Adjudicating

  • Use headcounts, not math: Say “it catches the front three,” not “it hits in a 5m radius.”
  • Declare intent clearly: Let players know roughly how many they can hit before they commit.
  • Let terrain matter: A fireball in an open field is deadlier than one in a cluttered barn.

You cannot:

  • Assume everyone in a Zone is hit unless the effect’s scale supports it.
  • Ignore cover, barriers, or fictional positioning.
  • Treat Zones as sealed boxes—effects can spill or be blocked naturally.

The Guide may expand or reduce an effect’s reach depending on terrain, target spread, elevation, or intervening obstacles. They may also apply Advantage, Disadvantage, altered target numbers, or Readiness Scores based on fictional positioning.

Tip: Area effects are about impact, not geometry. Zones keep things fluid, so focus on who’s in danger, who’s shielded, and how the blast plays out in the scene—not how many squares are on fire.

Example: Thunder Surge

Veska stands in the center of a ruined tower—her foes closing in. She slams her staff down, unleashing a thunderous shockwave.

The Guide considers the effect (10 m radius) and rules: “Everyone in this Zone is caught—five enemies and two allies. Unless someone dives for cover, they’re all thrown back.”

The blast rattles the chamber, sends bodies flying, and echoes through the stones. Cinematic. Clean. No templates needed.


Tactical Mode — Precise Distance

Use precise distance when exact positioning, movement, and targeting are critical. Tactical Mode measures every action on a grid or hex map, tracking spaces, angles, and ranges exactly. It’s ideal for encounters where small shifts in position or line of sight can change the outcome, though it takes more time to resolve than other modes.

A Space represents one fixed unit of the play area, typically a 2 × 2 m square or hex. Spaces form the precise framework for movement, range, and area effects, with characters and objects occupying specific spaces rather than abstract areas.

Tip: Tactical Mode turns the play area into a puzzle. Measure every step, check every angle, and let precise distances drive high-stakes, detail-rich play.

Movement in Tactical Mode

In Tactical Mode, you move by Spaces—not Zones or narrative estimates. Your movement is counted space-by-space on a grid or hex map, with each space representing 2 m. Your exact position is tracked precisely, and movement paths must be legal according to the terrain and map layout.

  • Declare your movement: Walk, run, or sprint, etc.
  • Calculate your total move distance: Multiply your Base Movement (BM) accordingly—walk (×1), run/dash (×2), or special movement modes as allowed by rules.
  • Count Spaces: Move through open Spaces up to your limit, counting each Space you enter.
  • Track precise positioning: Your figure’s exact Space matters for cover, line of sight, and melee engagement.

You cannot:

  • Move diagonally through corners or blocked Spaces unless rules allow.
  • Pass through enemy-occupied Spaces without a check or special ability.
  • Ignore terrain cost—difficult terrain requires additional movement per Space.

The Guide may require movement to stop when encountering hazards, choke points, or contested Spaces, and may adjust movement cost for elevation or terrain type.

Tip: Being “in a Space” means your position is fixed for mechanical purposes—cover, engagement, and reach are determined from that Space, not narrative description alone.

Example: Narrow Pass

Bruthier has a Base Movement of 12 m. He runs, doubling to 24 m—this is 12 Spaces (2 m per space). Counting precisely on the grid, he moves 5 Spaces down a corridor, 4 around a turn, and 2 more into a chokepoint between two pillars. Enemy soldiers occupy the Spaces ahead—he’ll need to stop and engage before moving further.

Range in Tactical Mode

In Tactical Mode, you measure range in Spaces—counting directly on the grid or hex map from your position to the target. Each Space equals 2 m by default. You measure from the centre of your Space to determine exact range.

  • Declare your ranged action: State your target and attack method.
  • Measure range to the target: Count Spaces between your Space and the target’s Space along the most direct legal path.
  • Convert to metres if needed: Multiply the number of Spaces by 2 m to compare to listed weapon or spell ranges.
  • Target precisely: You must be able to target the exact Space occupied by the enemy, and line of sight must be unbroken.

You cannot:

  • Ignore cover or obstacles even if range is valid.
  • Target a Space you cannot see into unless rules for indirect fire apply.
  • Count range “through” blocked Spaces unless your attack ignores them.

The Guide may require you to reposition for a clear shot, apply Disadvantage, adjust the target number, or rule that the target cannot be attacked based on partial cover, elevation, or obstructions.

Tip: Tactical Mode is exact—if you’re one Space out of range, the attack cannot be made without moving.

Example: Bow Shot

Kitrina is 12 Spaces from a charging ogre. Her bow’s effective range is 20 Spaces, so the shot is valid. Counting from the center of his Space to the center of the ogre’s, the Guide confirms a clear line with no blocking terrain. Kitrina fires, confident the numbers are on her side.

Area Effects in Tactical Mode

In Tactical Mode, area effects use measured templates or space counts to determine exactly which targets are affected. Effects are resolved using precise placement on the grid or hex map.

  • Declare the effect: Spell, explosion, hazard, or burst—state the point of origin.
  • Place the template or count Spaces:
    • Small effect: Covers 2–3 Spaces in any direction from the origin space.
    • Medium effect: Covers up to 5 Spaces in any direction from the origin space.
    • Large effect: Covers up to 20 Spaces in any direction from the origin space.
  • Mark affected Spaces: Any creature or object fully or partially in those Spaces is affected, subject to cover or line of effect rules.
  • Narrate consequences: Describe who’s hit, who’s shielded, and how the scene changes.

You cannot:

  • Assume a creature is affected unless its Space is within the measured area.
  • Ignore blocking terrain for effects.
  • Adjust effect size without applying the correct template or space count.

The Guide may adjust target numbers, apply Advantage or Disadvantage, or alter who is affected based on cover, elevation, or specific terrain features. The Guide may also allow creative placement within the rules.

Tip: Tactical Mode makes area effects a game of precision—placement is as important as the effect.

Example: Fireball Blast

Thurmalina targets a point 15 Spaces away with a fireball (20-foot/4-Space radius). The Guide places the template, confirming it covers 16 Spaces in total, catching seven enemies and just missing her allies behind a low wall. The blast scorches the courtyard, leaving charred stone and smouldering debris.

Summary

  • You use three spatial modes: Story (narrative logic), Cinematic (Zones), and Tactical (Spaces).
  • Story Mode ignores measurements—resolve movement, range, and area effects by plausibility and scene flow.
  • Cinematic Mode snaps metres to 10 m Zones for movement, range, and effects—fast but structured.
  • Tactical Mode measures in 2 m Spaces on a grid/hex, tracking exact position, distance, and effect templates.
  • Match the mode to the scene’s stakes—use precision for tactical tension, abstraction for dramatic pace.
  • The Guide always enforces terrain, obstacles, and line-of-sight limits, even when within nominal range.
  • When distance or positioning affects a roll, the Guide may apply Advantage, Disadvantage, adjust the target number, use a relevant Readiness Score, or rule that the action is not possible from the current position.