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General Tabletop Discussion
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DM's: How transparent are you with game mechanics "in world?"
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<blockquote data-quote="Lanefan" data-source="post: 8393255" data-attributes="member: 29398"><p>Indeed; but we still use the grid (10' squares) mostly for a sense of scale. If we need exact distances we eyeball it or use a bit of string.</p><p></p><p>We've used minis since day one; and day one was 40-ish years back. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Rules tweaks to better simulate fog-of-war unpredictability:</p><p>--- drop any and all initiative modifiers</p><p>--- reroll initiative every round (preferably on a smaller die than d20; we've used d6 for ages and it works fine)</p><p>--- allow tied initiatives and make it very clear that while you're resolving them one at a time at the table they're happening simultaneously in the fiction</p><p>--- track movement segment by segment rather than have it all happen on the PC's turn as a "mini-teleport"</p><p>--- force perception rolls if-when anyone in melee tries to notice something happening more than one person away; this means you can see your own foe(s), you can see the people fighting next to you in the line, and you can (probably) see their foes. To see anything beyond that is not guaranteed and thus needs a roll.</p><p></p><p>And yes, this does make combat take longer. IMO it's more than worth it.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8393255, member: 29398"] Indeed; but we still use the grid (10' squares) mostly for a sense of scale. If we need exact distances we eyeball it or use a bit of string. We've used minis since day one; and day one was 40-ish years back. :) Rules tweaks to better simulate fog-of-war unpredictability: --- drop any and all initiative modifiers --- reroll initiative every round (preferably on a smaller die than d20; we've used d6 for ages and it works fine) --- allow tied initiatives and make it very clear that while you're resolving them one at a time at the table they're happening simultaneously in the fiction --- track movement segment by segment rather than have it all happen on the PC's turn as a "mini-teleport" --- force perception rolls if-when anyone in melee tries to notice something happening more than one person away; this means you can see your own foe(s), you can see the people fighting next to you in the line, and you can (probably) see their foes. To see anything beyond that is not guaranteed and thus needs a roll. And yes, this does make combat take longer. IMO it's more than worth it. [/QUOTE]
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