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<blockquote data-quote="KarinsDad" data-source="post: 6345846" data-attributes="member: 2011"><p>Yup. This is what we tried to do this last session and that is when the issues crept in.</p><p></p><p></p><p>As an example, there were two foes in a given area and one of the PCs was adjacent to one of them, but the other was real close to being adjacent. The adjacent foe died and later on, the second foe looked pretty darn close during its init. One of the players pointed out that a few PC/NPC turns earlier, he was obviously not adjacent. Once that was pointed out, then sure, we all remembered it and it was easy to adjudicate that he was not in fact adjacent, But, it was a bit more difficult to tell just from where the two miniatures were located.</p><p></p><p>Another example, the Rogue moved some distance past fellow PCs in a narrow corridor, fired his bow, and then tried to move back. Since the Rogue had 25 feet of movement, was he able to do this? Well, one could estimate that he had to move 10 feet in, or 15 feet in, or somewhere in between due to the spacing of the other PCs.</p><p></p><p>These are not difficult things to adjudicate, I just don't want to be distracted in the game in order to adjudicate them. There are bigger fish to fry. It's just easier if each miniature is in its own grid location and then the players can quickly correct any movement or range issues without me as the DM even being involved.</p><p></p><p>In the first example, either there is a hex between the second foe and the PC, or there is not. In the second example, its immediately obvious if the Rogue has to move 2 hexes or 3 before firing his bow.</p><p></p><p>The game just goes faster if minutia like this does not have to be handled. It doesn't take a lot of time during the game, it just takes us out of the action and into the mechanics when there is no need for it.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6345846, member: 2011"] Yup. This is what we tried to do this last session and that is when the issues crept in. As an example, there were two foes in a given area and one of the PCs was adjacent to one of them, but the other was real close to being adjacent. The adjacent foe died and later on, the second foe looked pretty darn close during its init. One of the players pointed out that a few PC/NPC turns earlier, he was obviously not adjacent. Once that was pointed out, then sure, we all remembered it and it was easy to adjudicate that he was not in fact adjacent, But, it was a bit more difficult to tell just from where the two miniatures were located. Another example, the Rogue moved some distance past fellow PCs in a narrow corridor, fired his bow, and then tried to move back. Since the Rogue had 25 feet of movement, was he able to do this? Well, one could estimate that he had to move 10 feet in, or 15 feet in, or somewhere in between due to the spacing of the other PCs. These are not difficult things to adjudicate, I just don't want to be distracted in the game in order to adjudicate them. There are bigger fish to fry. It's just easier if each miniature is in its own grid location and then the players can quickly correct any movement or range issues without me as the DM even being involved. In the first example, either there is a hex between the second foe and the PC, or there is not. In the second example, its immediately obvious if the Rogue has to move 2 hexes or 3 before firing his bow. The game just goes faster if minutia like this does not have to be handled. It doesn't take a lot of time during the game, it just takes us out of the action and into the mechanics when there is no need for it. [/QUOTE]
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