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4e rules will make some games much harder to run
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<blockquote data-quote="jolt" data-source="post: 4111822" data-attributes="member: 18142"><p>More true for 3.5 than 3.0. We never used a battlemat until 3.5. We had played D&D for 20+ years without a battlemat and saw no need in 3.0. The rules for things like AoO's and such in 3.0 were so poorly written that you were pretty much guessing your way through it half the time anyway (and I didn't feel like investing a lot of $ in minis either at the time and using copper pennies and whatnot seemed less immersive to us rather than more).</p><p></p><p>With 3.5 we switched over to a battlemat and it was okay but I agree with the previous poster; the battlemat made some things easier but was much less evocative. When we realised that it was the evocative nature of D&D that kept us playing, we moved on to other things (we get our tactical fix from other sources; we neither needed nor wanted D&D to try and provide it for us).</p><p></p><p>As D&D forces the tactical nature more and more I think you are going to find it harder (though not impossible) to play without such aids.</p><p></p><p>I would suggest moving on to another game if it presents a significant problem for you or staying if it doesn't. How much extra work are you willing to do to play the game in a way that they aren't presenting? It was initially hard for us to move away from a game we had been playing since the '70's but when the game, company, and part of the community make you feel unwelcome, it suddenly isn't so hard anymore.</p><p></p><p>jolt</p></blockquote><p></p>
[QUOTE="jolt, post: 4111822, member: 18142"] More true for 3.5 than 3.0. We never used a battlemat until 3.5. We had played D&D for 20+ years without a battlemat and saw no need in 3.0. The rules for things like AoO's and such in 3.0 were so poorly written that you were pretty much guessing your way through it half the time anyway (and I didn't feel like investing a lot of $ in minis either at the time and using copper pennies and whatnot seemed less immersive to us rather than more). With 3.5 we switched over to a battlemat and it was okay but I agree with the previous poster; the battlemat made some things easier but was much less evocative. When we realised that it was the evocative nature of D&D that kept us playing, we moved on to other things (we get our tactical fix from other sources; we neither needed nor wanted D&D to try and provide it for us). As D&D forces the tactical nature more and more I think you are going to find it harder (though not impossible) to play without such aids. I would suggest moving on to another game if it presents a significant problem for you or staying if it doesn't. How much extra work are you willing to do to play the game in a way that they aren't presenting? It was initially hard for us to move away from a game we had been playing since the '70's but when the game, company, and part of the community make you feel unwelcome, it suddenly isn't so hard anymore. jolt [/QUOTE]
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