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Battlemap Vs. Theater of the Mind
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<blockquote data-quote="Manbearcat" data-source="post: 6599118" data-attributes="member: 6696971"><p>This is yet another reason why I'm left wondering why 5e wasn't more rules-lite and/or gridless amenable. It seems that so many D&D players advocate for this sort of play experience, but no version of TSR or WotC D&D provides it. The only way you play gridless is with any or all of the 4 happening:</p><p></p><p>1) Hefty GM Force</p><p></p><p>2) Loss of player agency</p><p></p><p>3) Loss of tactical robustness</p><p></p><p>4) The game bogged down by 20 questions by players who don't want to lose 2 or 3 above.</p><p></p><p>Fate does a good job with gridless. Dungeon World does a fantastic job with gridless (I've run well over a hundred of extremely involved combats and I've only created a physical map a handful of times...and those times only due to an extreme number of spatial complexities and/or participants). 13th Age does a very solid job as well (but not as good as Dungeon World). Why the 5e designers didn't use those games' tech (zones, keywords, removal of tactical movement rates or making it hand-wavey but synching it with the rest of the system, neutering or removing the action economy), if even just as a module, to truly support TotM play (without any of the above 4 coming into play) is an interesting question. Alternatively, why people who want TotM play don't play Dungeon World or 13th Age (or even Fate) is another question (given how central combat is to D&D).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6599118, member: 6696971"] This is yet another reason why I'm left wondering why 5e wasn't more rules-lite and/or gridless amenable. It seems that so many D&D players advocate for this sort of play experience, but no version of TSR or WotC D&D provides it. The only way you play gridless is with any or all of the 4 happening: 1) Hefty GM Force 2) Loss of player agency 3) Loss of tactical robustness 4) The game bogged down by 20 questions by players who don't want to lose 2 or 3 above. Fate does a good job with gridless. Dungeon World does a fantastic job with gridless (I've run well over a hundred of extremely involved combats and I've only created a physical map a handful of times...and those times only due to an extreme number of spatial complexities and/or participants). 13th Age does a very solid job as well (but not as good as Dungeon World). Why the 5e designers didn't use those games' tech (zones, keywords, removal of tactical movement rates or making it hand-wavey but synching it with the rest of the system, neutering or removing the action economy), if even just as a module, to truly support TotM play (without any of the above 4 coming into play) is an interesting question. Alternatively, why people who want TotM play don't play Dungeon World or 13th Age (or even Fate) is another question (given how central combat is to D&D). [/QUOTE]
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