

I personally disagree with the assertion that simulation is unnecessary because dice exist. Crunch and randomization work differently, and serve different purposes in a design. Crunch is good for accounting for the factors that are known, predictable, or obviously true in the fiction. Randomization, by contrast, is good for things not easily known or tracked, or that one could never guess would be true in the moment.
Generally, battlemaps will work for any game that uses the kind of grid the map is based on. So any square-grid map will work for any TTRPG that uses a square grid.