diaglo
Adventurer
Sir Elton said:I like the way you think. Eyrx. D&D never was chess.
Oops. forgot to add that to my list.
chess pieces and draughts/checkers pieces made excellent minis.

Sir Elton said:I like the way you think. Eyrx. D&D never was chess.
Not one bit. We've been using a grid throughout even the previous editions. 2e's Combat & Tactics simply codified what we'd been doing for years and 3e was just an extension of that.MerricB said:Incidentally, has your way of running combat changed over the years?
ForceUser said:I'd hate to play a fighter in such a campaign! A lot of 3E combat relies on knowing where you are specifically in relation to your opponents so you can know whether it's best to fight defensively or charge, whether you are in an opponent's threatened space, whether you make or provoke attacks of opportunity, whether you can use Cleave or how many foes you can use Whirlwind Attack on! How do you decide which foe it is most advantageous to Dodge? For that matter, how do you know where to place your fireball so it hits the most bad guys possible without hitting your allies? How do you know how many allies are in range for haste or mass cure serious wounds? How do you know how far away you are from the Big Evil Guy and whether or not he's in range of your spell? How do you know where to take a 5-foot step so you can cast a spell without casting defensively or provoking an attack of opportunity?
And on, and on...
I can't see divorcing 3E from the tactical system. Other game systems & previous editions of D&D, sure, combat is easily resolved abstractly. But in 3E the position & distance of foes on a battlefield is everything to determining success or failure. Without using a battle grid it just sounds so...arbitrary.
I disagree. The grid is unequivocal clarity necessary for fair play. Plus it's more fun to see it.reanjr said:Unfettering yourself from the grid is a good thing.