diff --git a/actions.tex b/actions.tex
index a25d7664dd18be0ae58643c2db11fc006b59b89b..0c2493fc9bdec847793f590ed6ef83ccbae5bb61 100644
--- a/actions.tex
+++ b/actions.tex
@@ -324,11 +324,22 @@ When a \gls{pc} has been reduced to 1 \gls{hp}, the player should consider takin
 \subsubsection{Steps}
 \index{Steps}
 
-Space is tracked through \glspl{step}.
+BIND tracks space with \glspl{step}.
 A \gls{step} is just any unit of space within the battlefield.
 If you are using a battlemap which has squares or hexagons marked out on it, then those tiles are the size of a step.
 A step might be ten metres wide as each one covers an entire house when the battlefield is a large town, or it might be just two yards wide when moving through a detailed map of a dungeon.
+
 The precise distances represented do not matter, just so long as they consistently balance one character's ability to run away with another's ability to hit someone with a projectile.
+To track longer distances, without resorting to unnatural language like `250 metres', a couple of systems use broad relational terms:
+
+\begin{itemize}
+  \item
+  `throwing distance'
+  \item
+  `yelling distance'
+  \item
+  `on the horizon'
+\end{itemize}
 
 \subsubsection{Areas}
 \index{Areas}