I've been trying the command movement type thing for the past decade. And the game card-command thing for the past 2 years.
Movement is actually at least 3 aspects, maybe more.
1. Map > The "Absolute Gauge" that gives the players and idea of their actual relative positions.
2. Range > The "Relative Spaces" between targets, usually give meaningful options on what they should/could and shouldn't/couldn't do.
3. Actions > The "Type of movements" eg, walk, run, crawl, jump, etc. That have varied effects.
I've trying to get rid of maps but keep the other two... Aaaaand it's a pain in the ass.
From my experiences, lots of players don't seem to find "movement" being relevant once you get rid of the map: "No map = no range, and it should turn into a SuperFamicom-RPG-type of chopity-chop fest." - In my case its easy to see since I separated movement actions into its own category, and NOBODY EVER USED ANY OF IT. Even when they do, they don't actually draw "mind map" in their heads so its more like blind people stumbling in open space. - So when you try to keep the "range" and action "aspect", they get confused... Aaaaand it gets worse when you try to separate melee and range combat.
(In traditional DnD-types, movement had always been "something required to beat the crap out of others". You either want to keep as close as possible, or stay away in maximum effective range, at all times. You don't try to change that too much because opportunity attacks and such. So in a sense it was never that important... Witch is also kinda true if you're in a local-barfight type of situation I guess?)
Over the past decade, I think only 10% of my players understood the aspect of movement in an abstract non-map. Most don't get it, or don't see the point of having range when you don't have a map. One guy got so completely confused its not even funny what happened.
And designing environmental pitfalls are also quite problematic.
...But of course, it could always be just me and how I presented the whole thing. It could work wonders for you, depending on what aspects you use and how.
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And for carding commands, it could well be a great idea.
But AFAIK people don't like it. It kinda feels like something's taken away once you made the whole thing a showhand?
There was the Dragonlance Card RPG (Though that whole design was crap AFAIR anyhow... Yeah, I don't like SAGA, whether its DL or Marvel).
And WHFRP3ed which made the whole thing into a literal switchboard, and ended up way too overburdened for anyone to want to get into.
Pathfinder ACG was fine, but that's because even it treated itself as a card game.
It's pretty hard to strike a good balance there.
The card design and its level of info-content is also a thing to consider as well.