Zones
What is a Zone?
In this system, rather a map being comprised of 1-inch squares representing 5ft² of space in the game world, a map is comprised of a number of distinct “zones” that represent different areas of a fight. These zones can either be laid out over a detailed battle map or—as is my personal preference—can become an “Index Card BattleMap” where individual zones are detailed on index cards, using some means (drawing lines between them, using pieces of string, etc) to show connections that allow players to move from one zone to another. As an example, if your party is ambushed while traveling through a forest via a personal carriage, you might have zones for “Carriage”, “Road”, “Forest - Left”, and “Forest - Right” that make up the map with players able to move from to and from any Zone from the Road.
Depending on the interests of your group, you can vary the amount of detail you go into—for example, do you distinguish between areas ahead of and behind the carriage?—but the idea and mechanics remain the same. Because this system is not as precise as grid mechanics, expect to periodically need to discuss among your group when edge cases come up; remember, the idea is to make things fast and fun, rather than worrying over minor details. Generally, rulings should be biased in favor of the players who are expending resources!
Additionally, sometimes players might do things that suggest the creation or modification of zones—that's great! Lean into that, when they do unexpected things, and changing the battlefield to create an advantage is both a reasonable tactic and very fun to do!
How big is a Zone?
Zones don't have a fixed physical size, and even within a single combat, the size of a zone may vary. More important than size is that a Zone represents a distinct area of importance to the combat scene. The size and number of zones will vary from group to group, and situation to situation; more open areas are likely to have larger and fewer zones, while cramped spaces where movement and sight lines are more limited will have more small zones. On the surface this can create some minor narrative oddity with ranged attack distances, but I personally feel that in practice it's seldom overly distracting.
Obstacles
Sometimes, an Obstacle sits between two zones, preventing a user from moving to an adjacent zone with Stride. Trivial Obstacles can be bypassed as part of a Stride (such as an unlocked Door) and Basic obstacles require an action of some kind (unlocking a door with a key, breaking through a wooden barrier with brute force), but Complex Obstacles may require more time or effort and may have some consequence for failure. You shouldn't usually have Obstacles between every zone, but including one every now and then can spice things up!
EXAMPLE COMPLEX OBSTACLE: WIDE CHASM
A 15ft-wide chasm blocks passage between the zone the players are in, and the zone the Goblin Archers are currently firing at them from. This is a Complex Obstacle; players wishing to cross it will need to make a relevant test (perhaps making a Leap 1) to pass it, and failure means plummeting into the raging waters below… perhaps to wash up in some unknown and likely unfriendly location.
EXAMPLE COMPLEX OBSTACLE: LOCKED & TRAPPED DOOR
The party has been pushed down a corridor by a fast-approaching hoard of zombies in the dungeon they've been exploring. The zombies are blocking the way they came, and there is a locked door blocking the way to the next zone. The door is a Complex Obstacle, and will require somebody to spot and disarm the trap as well as unlock the door. Failure potentially means triggering the trap—not to mention the approaching hoard!
Zone Effects Usually, zones won't just be empty zones where nothing interesting is happening—if they are, you're probably making too many unnecessary zones. Instead, they'll often have various Zone Effects applied that provide new challenges to overcome, such as Difficult Terrain Zones or Cover Zones! Don't feel restricted to the ones I list here—improvise, and use Zone Effects to create interesting tactical considerations for your group!
DIFFICULT TERRAIN
A Difficult Terrain zone has terrain that makes movement difficult. When moving into or out of a zone of Difficult Terrain with the Stride 1 action, you don't get free movement within the new zone and will have to take another Move action to do so.
HAZARDOUS TERRAIN
Hazardous Terrain zones cause some form of harm on characters who enter it, or begin their turn in it depending on the type of terrain. This might take the form of damage, Conditions, exposure to Afflictions, etc. Some Hazardous Terrain zones may allow skill checks to avoid the damage; for example, an Acrobatics check as characters jump from one floating rock to another moving through a Zone filled with lava.
NARROW SURFACES, UNEVEN GROUND, & INCLINES
Narrow Surfaces, Uneven Ground, and Incline Zones work the same as their equivalent terrain types (p.476) in the Core Rulebook. Some of these may also be considered Hazardous Terrain Zones!
COVER
Cover Zones provide some form of natural cover for those who are in the zone, or in zones beyond it. Cover zones align with “Types of Cover” (p.477) to determine what kind of cover they provide, and automatically provide that cover against anybody within the zone against ranged attacks coming from outside the zone, or ranged attacks passing through the zone. The most common type of Cover Zone is dense foliage, but in a realm of magic the only limit is your imagination! Cover zones are usually also Perception zones, if they make seeing through them difficult.
PERCEPTION
Perception zones make perceiving into or through zone more difficult. The most common type of Perception zone is is one that affects visibility; for example, a zone filled with soft vegetation that makes it difficult to see enemies inside or on the other side of it. Some particularly strange Perception Zones might even limit you to Imprecise or Vague Senses through them! Feel free to have fun with these!
LIGHTING
Lighting zones are similar to Perception zones, except they only apply to the zone itself. For example, a long hallway might consist of three zones; two Lighting zones considered Dimly Lit by torches, with an unlit zone of Darkness between them. Spotting a target in the Darkness zone may be difficult, but it will not prevent spotting somebody in the Dimly Lit zone on the far side of it.