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5E imbalance: Don't want to play it
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<blockquote data-quote="Wyckedemus" data-source="post: 6261554" data-attributes="member: 1079"><p>Whoa whoa whoa... slow your roll there.</p><p></p><p>You think "tactics" means rewriting the game using squares and strictly defined jargon? That is an unrealistic expectation! And one that I adamantly oppose! My group and I love minis. We use a grid for set piece fights and theatre of the mind for small fast skirmishes. I like one ruleset that easily translates to either medium. I really enjoy the plainspeak they have been using in the rules, and it translates just fine to a grid.</p><p></p><p>They don't need to recreate the rules of an older edition, by reintroducing strictly defined jargon like Shift, Slide, Push, Pull, and Flank. </p><p></p><p>To introduce tactical grid-based play they just need to provide a list of rules for translation. For instance:</p><p></p><p>1. 5 feet = 1 square. If Thunderwave pushes your enemy 10 feet away, you know to move them 2 squares away (just like moving on a grid worked in 3E and many earlier editions.)</p><p></p><p>2. How does moving or counting distance diagonally work? What are the different ways (1-1-1, or 1-2-1, or 2-1-2) and how would they impact your game?</p><p></p><p>3. How to translate bursts and cones and other Area effects into grid templates. Perhaps explain that they might look like squares on a grid (like 4E) or they look more circular (like 3E) depending on the diagonal rule you choose.</p><p></p><p>4. Do you want to use facing? Here is a rule, and here are the benefits and drawbacks and how shields and flanking might work in this paradigm.</p><p></p><p>Stuff like that.</p><p></p><p>... in my opinion.</p></blockquote><p></p>
[QUOTE="Wyckedemus, post: 6261554, member: 1079"] Whoa whoa whoa... slow your roll there. You think "tactics" means rewriting the game using squares and strictly defined jargon? That is an unrealistic expectation! And one that I adamantly oppose! My group and I love minis. We use a grid for set piece fights and theatre of the mind for small fast skirmishes. I like one ruleset that easily translates to either medium. I really enjoy the plainspeak they have been using in the rules, and it translates just fine to a grid. They don't need to recreate the rules of an older edition, by reintroducing strictly defined jargon like Shift, Slide, Push, Pull, and Flank. To introduce tactical grid-based play they just need to provide a list of rules for translation. For instance: 1. 5 feet = 1 square. If Thunderwave pushes your enemy 10 feet away, you know to move them 2 squares away (just like moving on a grid worked in 3E and many earlier editions.) 2. How does moving or counting distance diagonally work? What are the different ways (1-1-1, or 1-2-1, or 2-1-2) and how would they impact your game? 3. How to translate bursts and cones and other Area effects into grid templates. Perhaps explain that they might look like squares on a grid (like 4E) or they look more circular (like 3E) depending on the diagonal rule you choose. 4. Do you want to use facing? Here is a rule, and here are the benefits and drawbacks and how shields and flanking might work in this paradigm. Stuff like that. ... in my opinion. [/QUOTE]
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5E imbalance: Don't want to play it
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