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General Tabletop Discussion
*Dungeons & Dragons
Do most striker builds weaken a party?
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<blockquote data-quote="The Crimson Binome" data-source="post: 6770019" data-attributes="member: 6775031"><p>To be honest, the way 13A handles TotM gives me a headache as well, with its formal-yet-abstract range bands. I could never tell exactly what was going on there. The way we've always done it in D&D, it's <em>exactly</em> like we're using miniatures on a grid, except the DM is the only one who can see it.</p><p></p><p>Instead of the players looking down at a map to see that the lizard-folk shaman is 45 feet away and there's a column of rock giving partial cover, the player asks the DM to describe it, and the DM tells them that the lizard-folk shaman is 45 feet away and there's a column of rock giving partial cover. If there's any mechanical difference, it's just that the players are less inclined to pull of complicated positioning maneuvers since it becomes cumbersome for the DM to describe every time.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6770019, member: 6775031"] To be honest, the way 13A handles TotM gives me a headache as well, with its formal-yet-abstract range bands. I could never tell exactly what was going on there. The way we've always done it in D&D, it's [I]exactly[/I] like we're using miniatures on a grid, except the DM is the only one who can see it. Instead of the players looking down at a map to see that the lizard-folk shaman is 45 feet away and there's a column of rock giving partial cover, the player asks the DM to describe it, and the DM tells them that the lizard-folk shaman is 45 feet away and there's a column of rock giving partial cover. If there's any mechanical difference, it's just that the players are less inclined to pull of complicated positioning maneuvers since it becomes cumbersome for the DM to describe every time. [/QUOTE]
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General Tabletop Discussion
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Do most striker builds weaken a party?
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