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Brainstorming TotM
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<blockquote data-quote="Fenris-77" data-source="post: 7604641" data-attributes="member: 6993955"><p>Wow. Reading my posts would be a big help, and that's supposed to sound less sarcastic than it probably comes across. First, at no point did I advocate for grid maps, nor did I advocate for players being 5' out of reach - I don't use grids for precisely that reason. All your reservations about grid-based combat are valid, and personally I agree with you, they just have nothing to do with anything I posted.</p><p></p><p>My point was that once you multiply battlefield complexity past a certain point it becomes very difficult to keep the details in your head, even for the length of time it takes to recap. I suppose an unstated corollary there is that complex battlefields are more interesting and more tactical than flat open battle fields. Anyway, all I was suggesting is that TotM breaks down at a certain complexity level for a lot of people, an issue that has two solutions. One, never design a battlefield more complicated than X, were X is the level of detail retained by your average doode from an action recap, or, b, occasionally use a sketch or something to help players keep all the obstacles, movement issues, ranges and locations of foes straight. </p><p></p><p>Personally I like complex battlefields sometimes (maybe a lot), and I don't see a lot of value of being dogmatic about narrative style, so I go with the sketches when I think it's necessary.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7604641, member: 6993955"] Wow. Reading my posts would be a big help, and that's supposed to sound less sarcastic than it probably comes across. First, at no point did I advocate for grid maps, nor did I advocate for players being 5' out of reach - I don't use grids for precisely that reason. All your reservations about grid-based combat are valid, and personally I agree with you, they just have nothing to do with anything I posted. My point was that once you multiply battlefield complexity past a certain point it becomes very difficult to keep the details in your head, even for the length of time it takes to recap. I suppose an unstated corollary there is that complex battlefields are more interesting and more tactical than flat open battle fields. Anyway, all I was suggesting is that TotM breaks down at a certain complexity level for a lot of people, an issue that has two solutions. One, never design a battlefield more complicated than X, were X is the level of detail retained by your average doode from an action recap, or, b, occasionally use a sketch or something to help players keep all the obstacles, movement issues, ranges and locations of foes straight. Personally I like complex battlefields sometimes (maybe a lot), and I don't see a lot of value of being dogmatic about narrative style, so I go with the sketches when I think it's necessary. [/QUOTE]
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