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General Tabletop Discussion
D&D Older Editions
Running 4E combats quickly
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<blockquote data-quote="MerricB" data-source="post: 5015147" data-attributes="member: 3586"><p>In all editions of D&D, playing without miniatures leads to that "DM, May I?" problem. This is especially true when you take spells into account. Lightning bolts and fireballs in AD&D are a prime example of that - especially when they bounce off walls or expand to fill available space! If you weren't using exact positioning on a map, then you had a problem.</p><p></p><p>For myself, I have a very good idea of the actual effects of shifting and manoeuvring through a lot of play on the battlemat. As general rules of thumb:</p><p></p><p>* A character may shift (5') to move out of melee.</p><p>* A character may shift to move out of flanking; this will then require both opponents to shift to move back into flanking, or one of them to actually move.</p><p>* Two adjacent characters: one can move into flanking, or both can shift into flanking. (Or one can shift twice).</p><p>* Two adjacent characters and two adjacent opponents: flanking isn't easy - can be moved into but provokes AoOs.</p><p></p><p>From there, other adjudications can be made.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 5015147, member: 3586"] In all editions of D&D, playing without miniatures leads to that "DM, May I?" problem. This is especially true when you take spells into account. Lightning bolts and fireballs in AD&D are a prime example of that - especially when they bounce off walls or expand to fill available space! If you weren't using exact positioning on a map, then you had a problem. For myself, I have a very good idea of the actual effects of shifting and manoeuvring through a lot of play on the battlemat. As general rules of thumb: * A character may shift (5') to move out of melee. * A character may shift to move out of flanking; this will then require both opponents to shift to move back into flanking, or one of them to actually move. * Two adjacent characters: one can move into flanking, or both can shift into flanking. (Or one can shift twice). * Two adjacent characters and two adjacent opponents: flanking isn't easy - can be moved into but provokes AoOs. From there, other adjudications can be made. Cheers! [/QUOTE]
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