Grainger
Explorer
If I was running an encounter in TotM mode, I wouldn't have individual terrain items, per se, but a general description of the area. So "can I move around the logs to get a clear shot?" - "yes" would be more of a general question, not one that had to be resolved every turn. If an environment is going to restrict tactical options, or present others, I'd say so up front "the pillars are very close together - it's going to be tricky using area of effect spells here without harming your allies" or "there's a balcony overlooking the hall". Players can improvise tactical moves quite easily "I'll fall back to the doorway" because they know the general situation. No-one knows or cares (including me) if there's a pillar three squares into the room.
It's how every D&D game I played in used to do it... BECMI, 1e, 2e, and... it just works. We don't go into the sort of tactical detail you seem to use (personally, I don't find moving around individual obstacles very interesting - probably why I find dungeon crawl boardgames like Descent 2e so boring). It's a matter of taste, I suppose.
It's how every D&D game I played in used to do it... BECMI, 1e, 2e, and... it just works. We don't go into the sort of tactical detail you seem to use (personally, I don't find moving around individual obstacles very interesting - probably why I find dungeon crawl boardgames like Descent 2e so boring). It's a matter of taste, I suppose.