I am very interested to see what the 5e design team comes up with for the Advanced Tactical Module. It really should be that hard. 4e has a pretty solid set of tactical rules. For 5e they just need to be tweaked by putting in a couple options for those that don’t like the 4e square fireballs and diagonal movement rules (things that don’t bother me but I know it does some people).
Besides grid rules for movement and resolving area of effect stuff what else does the ATM need?
Besides grid rules for movement and resolving area of effect stuff what else does the ATM need?