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General Tabletop Discussion
D&D Older Editions
changing 4e rules so that the game doesn't need miniatures
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<blockquote data-quote="Walknot" data-source="post: 4608107" data-attributes="member: 73405"><p>Seems like there are two basic ways to approach this one. </p><p></p><p>One way is theoritically, as in the really cool post partially quoted above. The other is emperically, by playtesting for a good solution. Of course, both work together, but can separately provide two distinct starting points.</p><p></p><p>1. Theory </p><p></p><p>For the theoretical method, you could try to find a way around the (3) issues of flanking, OA's, and push/pull/slide. One way to finesse that challenge is to look past the simulationist or gamist element of the (3) issues, and to their effects only. </p><p></p><p>Flanking offers combat advantage. OA's threaten certain moves with a reprisal. Push/pull/slide allow you to improve your positioning vis-a-vis your opponent. </p><p></p><p>In a way these are all the same effect. You and your allies all want to be in a position to threaten all of your enemies, with +2 for combat advantage, while at the same time avoiding allowing the enemy such benefits. </p><p></p><p>So, for example, whenever you would use a power that allows you to pull an opponent, then you can tell the DM you will use that to place them in a flanked position with your striker, for instance. Then when that enemy tries to move away, you may claim an OA. </p><p></p><p>2. Playtest</p><p></p><p>Now either as a follow-along to the above, or as a starting point before the above (doesn't much matter which) you can also take the empirical route. </p><p></p><p>If you have already done the theory work (above) then the rest is a matter of convention or house ruling. If your gaming group has vivid imaginations, it could be simple enough. Then DM need only adjuducate disagreements. </p><p></p><p>If there is too much disagreement, then you could need some sort of diagram as to who is flanking who and so on. You could list it on your initiative chart. Same plce you would put modifiers such as marked, and hunters quarry.</p><p></p><p>If you prefer to skip the theory and go straight to the playtesting, then please start --- on the battlemat! Yes, have your group try the battlemat if they have not already, please. It is very cool. But if like most gropups you have been there done that, then go ahead for the moment and stay there.</p><p></p><p>While some (the rest?) of the group is using the battlemat, you (and others?) just stick with the imagination. You will find that this playtest allows development of most oif the conventions you will need. </p><p></p><p>As you "imagine" the battlemat one way, and the actual battlemat is in fact slightly different, then you will work thru the wrinkles as you go along. Soon (group and DM willing) you will be mapless.</p><p></p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Perhaps the glass is already half full after all !</p></blockquote><p></p>
[QUOTE="Walknot, post: 4608107, member: 73405"] Seems like there are two basic ways to approach this one. One way is theoritically, as in the really cool post partially quoted above. The other is emperically, by playtesting for a good solution. Of course, both work together, but can separately provide two distinct starting points. 1. Theory For the theoretical method, you could try to find a way around the (3) issues of flanking, OA's, and push/pull/slide. One way to finesse that challenge is to look past the simulationist or gamist element of the (3) issues, and to their effects only. Flanking offers combat advantage. OA's threaten certain moves with a reprisal. Push/pull/slide allow you to improve your positioning vis-a-vis your opponent. In a way these are all the same effect. You and your allies all want to be in a position to threaten all of your enemies, with +2 for combat advantage, while at the same time avoiding allowing the enemy such benefits. So, for example, whenever you would use a power that allows you to pull an opponent, then you can tell the DM you will use that to place them in a flanked position with your striker, for instance. Then when that enemy tries to move away, you may claim an OA. 2. Playtest Now either as a follow-along to the above, or as a starting point before the above (doesn't much matter which) you can also take the empirical route. If you have already done the theory work (above) then the rest is a matter of convention or house ruling. If your gaming group has vivid imaginations, it could be simple enough. Then DM need only adjuducate disagreements. If there is too much disagreement, then you could need some sort of diagram as to who is flanking who and so on. You could list it on your initiative chart. Same plce you would put modifiers such as marked, and hunters quarry. If you prefer to skip the theory and go straight to the playtesting, then please start --- on the battlemat! Yes, have your group try the battlemat if they have not already, please. It is very cool. But if like most gropups you have been there done that, then go ahead for the moment and stay there. While some (the rest?) of the group is using the battlemat, you (and others?) just stick with the imagination. You will find that this playtest allows development of most oif the conventions you will need. As you "imagine" the battlemat one way, and the actual battlemat is in fact slightly different, then you will work thru the wrinkles as you go along. Soon (group and DM willing) you will be mapless. :-) Perhaps the glass is already half full after all ! [/QUOTE]
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changing 4e rules so that the game doesn't need miniatures
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