Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
D&D blog: goblin care only about your axe
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 5906830" data-attributes="member: 54877"><p>Yes, that is a difference in semantics. To me, "TotM" means "In our heads, not on the table." Then either system can be relatively simple or complex, abstract or specific. That complexity in TotM or grid often take different paths is only because most game writers have some sense of what will work. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>Setting that aside, consider this: "Push 1 square" is changed to "Knocked back 5 feet." That's a change to create an illusion geared towards TotM, but it doesn't really accomplish much outside of whatever the illusion itself does for people. It might appear marginally more precise to some people, but if the game does all such movement in 5' increments, it isn't even that in reality. As such, it's really a grid mechanic expressed as a TotM mechanic. This is because in 4E (and D&D in general), the advantage of getting someone to forcibly move is in whatever you move them into.</p><p> </p><p>However, assume for a moment that we have a good mechanic that models something like "breathing space"--where a short retreat or pushing your foes out of immediate melee range gives you a second or two to reset your defenses and orient yourself to the situation. Nevermind exactly how it works, as I don't want to get bogged down in objections to the details. It's a valid concept, albeit one that D&D hasn't really supported before. Perhaps there is also another supporting bit where so moving someone is causing them to interfere with other attackers, when outnumbered--also a valid concept that D&D hasn't supported.</p><p> </p><p>Now, regardless of how it is worded, "knocking someone back" is a useful concept--on the grid or off. If you happen to knock them back into a fire, that is helpful too, but not the main purpose. If knocking them off the edge of a building or cliff face is possible, it isn't that hard even in the TotM to establish that you and the opponent are so placed. </p><p> </p><p>This is the kind of thing that I think they really mean by an agnostic mechanic. It has slightly different flavor and emphasis on grid or off, but it is roughly useful in both.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5906830, member: 54877"] Yes, that is a difference in semantics. To me, "TotM" means "In our heads, not on the table." Then either system can be relatively simple or complex, abstract or specific. That complexity in TotM or grid often take different paths is only because most game writers have some sense of what will work. :D Setting that aside, consider this: "Push 1 square" is changed to "Knocked back 5 feet." That's a change to create an illusion geared towards TotM, but it doesn't really accomplish much outside of whatever the illusion itself does for people. It might appear marginally more precise to some people, but if the game does all such movement in 5' increments, it isn't even that in reality. As such, it's really a grid mechanic expressed as a TotM mechanic. This is because in 4E (and D&D in general), the advantage of getting someone to forcibly move is in whatever you move them into. However, assume for a moment that we have a good mechanic that models something like "breathing space"--where a short retreat or pushing your foes out of immediate melee range gives you a second or two to reset your defenses and orient yourself to the situation. Nevermind exactly how it works, as I don't want to get bogged down in objections to the details. It's a valid concept, albeit one that D&D hasn't really supported before. Perhaps there is also another supporting bit where so moving someone is causing them to interfere with other attackers, when outnumbered--also a valid concept that D&D hasn't supported. Now, regardless of how it is worded, "knocking someone back" is a useful concept--on the grid or off. If you happen to knock them back into a fire, that is helpful too, but not the main purpose. If knocking them off the edge of a building or cliff face is possible, it isn't that hard even in the TotM to establish that you and the opponent are so placed. This is the kind of thing that I think they really mean by an agnostic mechanic. It has slightly different flavor and emphasis on grid or off, but it is roughly useful in both. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
D&D blog: goblin care only about your axe
Top