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<blockquote data-quote="heirodule" data-source="post: 3721043" data-attributes="member: 4081"><p>1. people keep saying that encounter areas have to get larger for better combats. the old 10' corridor is boring. The 20x20 room is lousy</p><p></p><p>2. Miniatures keep creeping up in scale. True 25mm (Thunderbolt, Partha, Wargames Foundry) are dwarfed by Reaper, Warmachine, and D&D minis. </p><p></p><p>2.5 Those 5' squares with minis always look pretty cramped compared to when I look around myself (6'2, 240 lbs) in a 5' square</p><p></p><p>3. The old D&D standard IIRC used to be about three people in the front rank, and three in the back rank.</p><p></p><p>4. I say a solution is something i think I recall from the 1e DMG, which was to use 1" = 3 feet or so as a scale. At 1" = 3.3333 feet, a 10' wide corridor would have spots for three PCs across. </p><p></p><p></p><p>The following issues come up</p><p></p><p>I. regiggering movement and spell areas. Just do everything in terms of the old squares. Movement in 3.5 is already in squares.</p><p></p><p>II. Tiny creatures might reasonably be said to get AoOs now. Good for them</p><p></p><p>III. Weapon size is now an issue. 3 greatsword wielders in the front row? no way. But we accept a 10' reach spiked chain hitting and cleaving all over without worrying about other PCs, so maybe not an issue. Maybe some big weapons could say "without an empty square next to you, you take a -2 penalty to attack"</p><p></p><p>IV. Dungeons with 3.3' wide tunnels are more claustrophobic, but easier to draw and run on the battle mat. Fun for the halflings and gnomes. </p><p></p><p>V. More force projection in the 10' corridor. Good!</p><p></p><p>VI. A regular door can fill the whole side of a square. You can open the door and make a wall, instead of handwaving it. More dynamic combat.</p><p></p><p>VII. 8' tall Ogres can take up a 6.666 area, and 14' tall giants take up a 10 foot area.</p><p></p><p>VIII. Some unnecessarily Huge or Gargantuan creatures should probably come down a bit in size. Or you can keep them at 3 squares and 4 squares.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="heirodule, post: 3721043, member: 4081"] 1. people keep saying that encounter areas have to get larger for better combats. the old 10' corridor is boring. The 20x20 room is lousy 2. Miniatures keep creeping up in scale. True 25mm (Thunderbolt, Partha, Wargames Foundry) are dwarfed by Reaper, Warmachine, and D&D minis. 2.5 Those 5' squares with minis always look pretty cramped compared to when I look around myself (6'2, 240 lbs) in a 5' square 3. The old D&D standard IIRC used to be about three people in the front rank, and three in the back rank. 4. I say a solution is something i think I recall from the 1e DMG, which was to use 1" = 3 feet or so as a scale. At 1" = 3.3333 feet, a 10' wide corridor would have spots for three PCs across. The following issues come up I. regiggering movement and spell areas. Just do everything in terms of the old squares. Movement in 3.5 is already in squares. II. Tiny creatures might reasonably be said to get AoOs now. Good for them III. Weapon size is now an issue. 3 greatsword wielders in the front row? no way. But we accept a 10' reach spiked chain hitting and cleaving all over without worrying about other PCs, so maybe not an issue. Maybe some big weapons could say "without an empty square next to you, you take a -2 penalty to attack" IV. Dungeons with 3.3' wide tunnels are more claustrophobic, but easier to draw and run on the battle mat. Fun for the halflings and gnomes. V. More force projection in the 10' corridor. Good! VI. A regular door can fill the whole side of a square. You can open the door and make a wall, instead of handwaving it. More dynamic combat. VII. 8' tall Ogres can take up a 6.666 area, and 14' tall giants take up a 10 foot area. VIII. Some unnecessarily Huge or Gargantuan creatures should probably come down a bit in size. Or you can keep them at 3 squares and 4 squares. Thoughts? [/QUOTE]
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