Journey Combat: Movement
Movement in Journey is d20-derived, because it is sensical to do so.
However, there are other things that should be added. Because they're sensical.
Facing
Facing makes combat a bit more involved; you have to keep track of which way all combatants are facing. This gets even more ridiculous in three dimensions (which we'll get to in a bit), but for now, we'll focus on two dimensional facing, because most combats should really only be dealing with that.
What benefits do we get from facing?
- It reduces the ridiculousness of the rogue's DPS ability, presuming they keep that in Journey. Rogues could only use sneak attack from behind, which would limit it more. In turn, it could be made more dangerous.
- The value of blocking and parrying goes down, but is more realistic. You can't block something coming from behind you.
- Attacks of opportunity become more sensical. You can try to hit someone moving behind you, but it's difficult.
There are other interesting things we could do, as well. We could say that two characters can fight in the same square, facing opposite directions - suffering penalties for doing so, perhaps, but it would be rather neat to be able to emulate this in a system, as it is a relatively common fantasy image.
Just an idea. We'll need to contemplate it further.