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Could this be the future format of 4th Edition D&D?
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<blockquote data-quote="thedungeondelver" data-source="post: 3312171" data-attributes="member: 34865"><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Here's a thing - and I say this by way of agreement with you - in the rules for <strong>DESCENT</strong>, the Line of Sight rules work on the principal of the squares in a grid. Like old computer RPGs or even current hex/square grid based wargames; the example in the rulebook shows a fighter facing off against an ogre and a hellhound and what he can see of them. It is shown as a number of squares. There's a thief also on the board; it shows her field of vision as being very limited by a stone pillar in front of the square in front of her. To get a better view, the player has only one recourse in that setting: move the theif figure to another square. That's it. Move them to another square.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">An RPG, a <em>proper</em> RPG, would give the theif the option to creep up to the pillar and now instead of it being an obstacle, it's an advantage. The thief can now press herself against the pillar and peek around it.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">A board-game/battlemat and minis kind of affair wouldn't allow for that kind of granularity, and would fail wholly at recreating the fluidity and, dare I say verisimilitude that <em>I</em> feel is <strong>essential</strong> to the D&D experience.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">I mean, I use a hefty amount of <strong>DWARVEN FORGE</strong> and miniatures in my games: I do not let them dictate the flow of the action, however. They are pretty "icons" meant to add a neat visual element to the game and from time to time give everyone a rough idea of where they are and what they might see at a given time.</span></p><p><span style="font-family: 'century gothic'"></span></p></blockquote><p></p>
[QUOTE="thedungeondelver, post: 3312171, member: 34865"] [font=century gothic] Here's a thing - and I say this by way of agreement with you - in the rules for [b]DESCENT[/B], the Line of Sight rules work on the principal of the squares in a grid. Like old computer RPGs or even current hex/square grid based wargames; the example in the rulebook shows a fighter facing off against an ogre and a hellhound and what he can see of them. It is shown as a number of squares. There's a thief also on the board; it shows her field of vision as being very limited by a stone pillar in front of the square in front of her. To get a better view, the player has only one recourse in that setting: move the theif figure to another square. That's it. Move them to another square. An RPG, a [i]proper[/i] RPG, would give the theif the option to creep up to the pillar and now instead of it being an obstacle, it's an advantage. The thief can now press herself against the pillar and peek around it. A board-game/battlemat and minis kind of affair wouldn't allow for that kind of granularity, and would fail wholly at recreating the fluidity and, dare I say verisimilitude that [i]I[/i] feel is [b]essential[/b] to the D&D experience. I mean, I use a hefty amount of [b]DWARVEN FORGE[/b] and miniatures in my games: I do not let them dictate the flow of the action, however. They are pretty "icons" meant to add a neat visual element to the game and from time to time give everyone a rough idea of where they are and what they might see at a given time. [/font] [/QUOTE]
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Could this be the future format of 4th Edition D&D?
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