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<blockquote data-quote="DeviousQuail" data-source="post: 8819572" data-attributes="member: 7025431"><p>I understand it can be difficult sometimes to avoid the toe-to-toe slugfests. I think your idea could work, even as just a learning tool for you. If it works you'll eventually be able to do it on the fly so give it a shot.</p><p></p><p>One thing you could try is using the basic version of Old School Hack arenas. It's a much simpler game, mechanics wise, but it treats each arena as either: tight, hazardous, open, dense, or neutral. 5e doesn't use arenas but you could treat different groupings of squares as part of the same arena. Each arena gives a bonus to certain types of weapons and OSH puts emphasis on moving to other arenas and taking opponents with you if you need to. You can capture this same feel using grappling, pushes, spells, or environmental effects in 5e. </p><p></p><p>[SPOILER="Benefits by Arena"]</p><ul> <li data-xf-list-type="ul">Tight: Light weapons take advantage of the limited mobility of narrow areas.</li> <li data-xf-list-type="ul">Hazardous: Reach weapons take advantage of poor footing and limited visibility.</li> <li data-xf-list-type="ul">Open: Ranged weapons take advantage of open areas with little to no cover.</li> <li data-xf-list-type="ul">Dense: Heavy weapons take advantage of crowded areas filled with fiddly and smashable bits that could get in the way.</li> <li data-xf-list-type="ul">Neutral: Bland or ambiguous areas that don't give a bonus. </li> </ul><p>Advantage might be too much of a benefit but +X to attack rolls, damage rolls, or something else could work. Versatile weapons could potentially get a benefit in either Tight or Dense areas based on how you're wielding them. </p><p></p><p>This can also free you up to say "this 20x25 room is filled with tables and benches (Dense). There is a stairwell toward the back in need of repair (Hazardous) and a small corridor leading to a kitchen (Tight)" without needing to draw out each piece of furniture on a map.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 8819572, member: 7025431"] I understand it can be difficult sometimes to avoid the toe-to-toe slugfests. I think your idea could work, even as just a learning tool for you. If it works you'll eventually be able to do it on the fly so give it a shot. One thing you could try is using the basic version of Old School Hack arenas. It's a much simpler game, mechanics wise, but it treats each arena as either: tight, hazardous, open, dense, or neutral. 5e doesn't use arenas but you could treat different groupings of squares as part of the same arena. Each arena gives a bonus to certain types of weapons and OSH puts emphasis on moving to other arenas and taking opponents with you if you need to. You can capture this same feel using grappling, pushes, spells, or environmental effects in 5e. [SPOILER="Benefits by Arena"] [LIST] [*]Tight: Light weapons take advantage of the limited mobility of narrow areas. [*]Hazardous: Reach weapons take advantage of poor footing and limited visibility. [*]Open: Ranged weapons take advantage of open areas with little to no cover. [*]Dense: Heavy weapons take advantage of crowded areas filled with fiddly and smashable bits that could get in the way. [*]Neutral: Bland or ambiguous areas that don't give a bonus. [/LIST] Advantage might be too much of a benefit but +X to attack rolls, damage rolls, or something else could work. Versatile weapons could potentially get a benefit in either Tight or Dense areas based on how you're wielding them. This can also free you up to say "this 20x25 room is filled with tables and benches (Dense). There is a stairwell toward the back in need of repair (Hazardous) and a small corridor leading to a kitchen (Tight)" without needing to draw out each piece of furniture on a map. [/SPOILER] [/QUOTE]
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