Rune
Once A Fool
While I believe that mapless combat can be a lot more fluid and dynamic, you gotta have the right system to allow it to be fluid and dynamic. And D&D, especially 3,5 and 4E is not that system. Too much range, areas of effect, and in 4E pushing, pulling, shifting, teleporting and the like for going gridless.
I frequently run 4e without a grid (or even minis). This does require a few things:
- The combats are usually quick skirmishes. For more complex combats, I have no compunctions about laying out the minis (although I generally prefer a cloth measuring tape to using a grid). Simple combats are possible in 4e. Minions, especially, are a good tool to use (but not exclusively).
- I do not require combat for advancement in my games. I do not specifically discourage combat, but I don't reward XP for it. Instead, the PCs level through major and minor quests completed. This helps me to set up those simple skirmishes because I don't have to worry about providing an average of 10 level-appropriate challenges to advance them. It also helps the truly challenging encounters stand out.
- I keep a mental image of what the combat looks like round to round (just like the good ol' days) and I describe it as precisely as possible. If any discrepancies arise, I clarify with the players (again, just like the good ol' days).
- I remain reasonable, but, in the end--in the rare instances where my interpretation disagrees with a player's, even after attempts to clarify our positions--my interpretation stands. This is an important one, but, really, never comes up, because...
- The players have to be on board. I have definitely run 4e for players who would not be down with any of the above. But, if the players are on board, yes, playing 4e without a grid is certainly possible.