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*TTRPGs General
4e rules will make some games much harder to run
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<blockquote data-quote="Kaisoku" data-source="post: 4126989" data-attributes="member: 58447"><p>I have, and still, play without a mat or grid in most situations. This is done as both a timesaver for playing the game (we only have a couple hours per session usually) and for the DM prep (we lead busy lives).</p><p></p><p>I've never been in a situation where there was an argument over peoples positions. Yes, there are moments where the DM forgets where you moved to, and has to change his NPCs actions accordingly... or a player had a different picture in his mind and didn't realize his limits. However, these situations never lead to arguments. What happens is either the DM or Players let them know the correction, and play moves on. It helps if the players are honest.</p><p></p><p>One trick I've found works is explaining the repercussions of what you are doing along with the action itself. Like... "I move past the enemy, keeping out of it's reach, and try to flank". And the DM responds saying if it's possible with your movement or not. Combat movement and ranges tend to be a bit more freeform... if anything, the actual feet could be taken out and you could replace them with "short, mid, long" for ranges and run with it.. but saying "feet" gives a more solid impression on our mind's eye for visualizing the events.</p><p></p><p></p><p>Ultimately, the time spent on clarifying position, range and movement is so minimal, that it is hardly noticeable and doesn't detract from the experience at all. Grids and Minis create a jarring disconnect, and in and of themselves take up a lot more time (in my experience).</p><p></p><p>Quite frankly... our sessions have been bogged down more by people (DMs and Players alike) being unclear on rule calls and ability limitations, and nitpicking bonuses from round to round while multiple effects are being applied. It doesn't sound like 4e will reduce the bonus tallying aspect much (if anything it sounds like it may get to be a bigger issue). Honestly, I'm not sure how to resolve this part without making the game too simplistic, so I can't really fault 4e for not being the cure-all for that.</p><p></p><p>What would be stunning is if the DMG had a section on playing the game without a Mat, and the obstacles involved, and tricks to get around them. That would impress me greatly.</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 4126989, member: 58447"] I have, and still, play without a mat or grid in most situations. This is done as both a timesaver for playing the game (we only have a couple hours per session usually) and for the DM prep (we lead busy lives). I've never been in a situation where there was an argument over peoples positions. Yes, there are moments where the DM forgets where you moved to, and has to change his NPCs actions accordingly... or a player had a different picture in his mind and didn't realize his limits. However, these situations never lead to arguments. What happens is either the DM or Players let them know the correction, and play moves on. It helps if the players are honest. One trick I've found works is explaining the repercussions of what you are doing along with the action itself. Like... "I move past the enemy, keeping out of it's reach, and try to flank". And the DM responds saying if it's possible with your movement or not. Combat movement and ranges tend to be a bit more freeform... if anything, the actual feet could be taken out and you could replace them with "short, mid, long" for ranges and run with it.. but saying "feet" gives a more solid impression on our mind's eye for visualizing the events. Ultimately, the time spent on clarifying position, range and movement is so minimal, that it is hardly noticeable and doesn't detract from the experience at all. Grids and Minis create a jarring disconnect, and in and of themselves take up a lot more time (in my experience). Quite frankly... our sessions have been bogged down more by people (DMs and Players alike) being unclear on rule calls and ability limitations, and nitpicking bonuses from round to round while multiple effects are being applied. It doesn't sound like 4e will reduce the bonus tallying aspect much (if anything it sounds like it may get to be a bigger issue). Honestly, I'm not sure how to resolve this part without making the game too simplistic, so I can't really fault 4e for not being the cure-all for that. What would be stunning is if the DMG had a section on playing the game without a Mat, and the obstacles involved, and tricks to get around them. That would impress me greatly. [/QUOTE]
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4e rules will make some games much harder to run
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