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I feel you there. Just a sketch for me of the layout is enough, doesn't have to be super detailed, as I can picture and remember the rest. Otherwise, I like playing TotM.

I find it more practical the less a game cares about distance, cover and involves area effects. I was able to run Scion 1e TotM, but there are few other games I'd actually bother to run that I'd find practical that way.
 

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"Medieval fantasy" is the least interesting genre to play an RPG in.
Though it can be great when building on real-world stuff from the era. A lot of what’s dull about “medieval fantasy” is that its “medieval” part is usually a slapdash mess of cliches from 50-100 year-old interpretations. Reality is a lot more interesting.
 


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I think they just need to decide whether it is actually a thing in gameplay or not. 5E seems to want resource management, then undermines it at every turn.
The attempt is to appease both encounters based fans, and daily attrition fans. Nobody is really happy so I suppose they are on the right path.
 


The attempt is to appease both encounters based fans, and daily attrition fans. Nobody is really happy so I suppose they are on the right path.
Huh. I wasn't even thinking about "character abilities" resource management. i was talking about in-fiction resource management -- rations and light sources and arrows and stuff.
 


Tactical combat in RPGs is a pale shadow of its far superior counterparts in board games/war games/video games.
I don't want to agree with you but alas, this is true.

Especially in D&D/Pathfinder. I'll give them full credit for trying, they really did the best they could...but there is only so much you can do with that turn-based structure and a 5-foot grid before it turns into a convoluted mess. Soon you'll be spending several real-world hours to resolve a single minute of in-game time.
 
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