Two-Point Movement for Horizontal Creatures

The rules for large creature movement given in Dungeon Fantasy produce weird results, especially when applied to large creatures (if a 10 hex long dragon decides to do a step and facing change, his tail might move by 20 hexes). These rules, while slightly more complicated (and mostly more restrictive), produce more plausible movement.

The first step is to determine the locations of various parts of the body. The head is always the tip. Other parts are behind the head by some number of hexes:

The first step is to pick your two points. For a quadruped, these are the shoulders and the hips. Typically they will be separated by about half of the nominal length of a creature of that SM (so 1 hex for SM 0), which will be less than the full body length for SM +2 or larger creatures. Split remaining hexes of length between head and tail -- or just leave some of them off, for stubbier builds.

The essential thing with these rules is that they don't base movement on the head, they base it on the ends of the body (usually, this will be the same as the creature's shoulders and hips). For a typical quadruped, pick out two hexes separated by half the nominal length of a creature of that SM (i.e. 1 hex for SM 0). If this is less than the full length of the creature

As a rule of thumb, pick out two hexes separated by half the nominal length of a creature of that SM (i.e. 1 hex for SM 0). The head length should be 1/2 to 1/3 the body length, the tail can be almost any length, including absent (just make the creature's counter shorter).

On your creature's template, pick out two hexes. These should be separated by roughly half the default length for a creature of that SM -- i.e. 1 hex for SM 0. Split any remaining hexes between front and back -- or just leave some of them out, for particularly blocky builds. Most