Warning: I go way back to the white box with three little brown books, so some of these opinions may be tainted by nostalgia.
Okay, back when I started playing there were miniatures, but I didn't use them and it never occurred to me that I was missing anything. In a way, it was very freeing. Not to mention the fact that it let me play games in the car and school bus. I ran a game last GenCon that had no battle map or minis for the first time in many, many years and thought it felt much less encumbered than having to figure out exact movements and such. So my question is this: how can we adapt 4e to a non-mini's environment?
When playing without minis, I generally think of the characters as being in zones. Characters that are very near each other are in the same zone. A character can either be engaged in the zone or not. If they are, they're in melee range. If not, they're just outside of melee range.
For those at home that want to try this, it is best if you at least sketch out rough locations on paper - especially if there are lots of creatures (as there are in most 4e encounters). Note that we don't talk about being in "zones" when we play, we talk about whether or not we're near a target (disengaged in the same zone), in melee with it (engaged in the same zone), or far from it (in another zone).
Here are some thoughts on 4e effects that would need to be modified:
Movement
AoE
Forced Movement
Thoughts? Other things I missed?
Okay, back when I started playing there were miniatures, but I didn't use them and it never occurred to me that I was missing anything. In a way, it was very freeing. Not to mention the fact that it let me play games in the car and school bus. I ran a game last GenCon that had no battle map or minis for the first time in many, many years and thought it felt much less encumbered than having to figure out exact movements and such. So my question is this: how can we adapt 4e to a non-mini's environment?
When playing without minis, I generally think of the characters as being in zones. Characters that are very near each other are in the same zone. A character can either be engaged in the zone or not. If they are, they're in melee range. If not, they're just outside of melee range.
For those at home that want to try this, it is best if you at least sketch out rough locations on paper - especially if there are lots of creatures (as there are in most 4e encounters). Note that we don't talk about being in "zones" when we play, we talk about whether or not we're near a target (disengaged in the same zone), in melee with it (engaged in the same zone), or far from it (in another zone).
Here are some thoughts on 4e effects that would need to be modified:
Movement
- Speed > 2: move to a zone of your choice (either engaged or disengaged) - draw OAs if you're engaged with one or more enemies in your zone
- Speed < 2: engage or disengage within a zone (a DM may allow you to move from disengaged in one zone to either engaged or disengaged - your choice - in another zone if you perform two movement actions with a speed of 1 or 2
- Move: draws OAs if the character is engaged
- Shift or Teleport: does not draw OAs
AoE
- Close Burst 1: affects all engaged characters
- Close Burst > 1: affects all characters in your zone
- Close Blast 2 or less: affects an engaged target
- Close Blast > 2: affects up to half the engaged targets round up (both allies and enemies). Half the targets you choose must be allies and half enemies when possible. If an odd number are affected, the odd target may be either an ally or enemy as desired by the player
- Ranged Blast 2: affects either all engaged targets or one disengaged target in any zone
- Ranged Blast > 2: affects all targets in a zone of your choice
- Reach: You may attack disengaged targets in your own zone or attack engaged targets while staying disengaged
Forced Movement
- Pull 2 or less: move the target from disengaged to engaged within your zone
- Pull > 2: move the target from another zone to your zone (engaged or disengaged, your option)
- Push 2 or less: move the target from engaged to disengaged within your zone (or from disengaged in your zone to disengaged in another zone)
- Push > 2: move the target into another zone (engaged or disengaged, your option)
- Slide: as either push or pull above
- Not pushing or pulling: sometimes given the lack of a map like this, pushing, pulling and sliding may not be particularly useful where they might otherwise be; because of this a character may add +1 damage instead of pushing, pulling, or sliding (+2 at 10th level, +3 at 20th level)
Thoughts? Other things I missed?