Facing in 3E, 3.5E and other

What sort of facing would you prefer for D&D?

  • 3.5E facing: Abstract squares.

    Votes: 69 52.7%
  • 3E facing: Abstract rectangles.

    Votes: 15 11.5%
  • Strict facing: Directional rectangles.

    Votes: 20 15.3%
  • I'm not bothered.

    Votes: 27 20.6%

MerricB

Eternal Optimist
Supporter
One of the more controversial changes in 3.5E is the change of all monster facings (spaces) to squares.

Personally, I think of all the systems, 3E's is the stupidest. You have a horse in a 5' x 10' space... implying facing of one way or the other, but why can it attack to the sides?

Either go with 5' x 10' with actual facing (arcs, etc.), or with 10' x 10' with no facing - the horse can attack any side.

Any odd cases (fitting down passages) for the 3.5E rules can be dealt with either in out-of-combat scenarios quite easily by the DM, or by combat rules that sacrifice a little realism for playability.

Anyway, this is a poll.

How would you prefer the facing rules to work?

Either as 3.5E does it - a quite abstract system.
As 3E does it - a system that is quasi-abstract
Or as previous editions - a system that is exact about facing.

Cheers!
 

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Exact Facing

Pros:
- represents facing exactly.
- clearly defined back
- clearly defined flanks

Cons:
- need rules for turning to face approaching enemies
- what happens when someone approaches from behind?
- shield rules must be exact (you can't abstract them so easily).

Anything else?

Cheers!
 

Incidentally, I'm interested in why you might believe one method or another is superior - as I'm sure others do. :)

So post your reasons for preferring one style (or not preferring another!)

Cheers!
 

I like 3.5's version better than 3.0's, but I would prefer exact facing. Sure, that would introduce its own subsystems, but the facing rules as they are do as well, so what's the difference?

Nick
 

I quite agree - whatever system you use, there'll be various issues to solve.

You know, I actually think it's easier running combat without miniatures with 3.5E or 3E compared to 1E or 2E - because I don't have to worry about how many opponents the shield works against and where they stand. :)

It's still interesting looking at the issues that arise from each system. (There's nothing "perfect" about any system. :))

Cheers!
 

Me, I see the potential for three different levels of abstraction and complexity, along the lines of MerricB's three options, based on the situation and how complicated you want to make things:

1. Open combat - everything square, no facing. For use in combat in fairly open spaces when creatures can be expected to turn around a lot and be alert to danger from all directions. This can be the default level for people who don't want to make things too complicated.

2. Alert vs Unaware - "Alert" creatures are square with no facing for the reasons above. "Unaware" creatures are rectangular with facing (reactangles include squares). Once an "Unaware" creatures become "Alert", it becomes square. A snake might coil itself, a lion paces around within its space, etc.

3. Exact location - everything rectangular with facing. Most exact but complicated system.

I personally prefer (1), but might use (2) in certain situations, e.g. a PC is sneaking around a group of sleeping, fairly motionless creatures. (3) is too much of a headache for me.
 
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Favourite facing rules of mine were simple enough. 2e Combat and Tactics. Three squares to your rear gave people +2 to hit you (and allowed backstab or sneak attack these days), two flanking squares allowed them a +1 and the three front squares were the ones you threatened (there were primitive attacks of op in the rules too).

This could be implemented with little difficulty today I feel. Uncanny dodge - no flanking would simply reduce all the penalties by one or sth.
 

3.5 works best for me. I'm sure it's possible to come up with a good system that accurately deals with facing, but it would take too much time to be worth it, IMO.

Systems like C&T don't work for me, because they just slap facing on you. Like a trained fighter is actually going to be facing the same way for 6 seconds (1 round) while some rogue carves his back open. It just doesn't work out in turn-based games.


No, I'll stick with abstract. I view combats as highly cinematic anyway, so it has all the pros and no cons.
 

I've used all of them, and unless you're really into wargaming, eliminating facing is a big plus.

As to the space/size issue -- it's really a toss-up between the 3.5 and 3.0 systems. Both have advantages and disadvantages. I'm using 3.5 since I'm using everything else 3.5, but the 3.0 system is fine, too.
 

Facings

I love the idea of abstract facings, and although the 'all-square' idea seemed dumb to me at first, I'm warming to it. As MerricB pointed out, it is weird to have a 5x10 horse that can attack out the long sides of the rectangle. And so on.

I have no interest in trying to track facings during a fight, and getting into all the arguments that it provokes.

"I'm behind him!"

"Well, you're quartered with respect to his shield, and, err, ..."

Blech! I'll take abstract, please. I always think of the combat as radio theatre. Describe it some and leave space for everyone to conjure their own images.

The problem I have is that some of my players have a hard time with the idea of abstract facing. They're always wanting to say "I'm facing this direction," and I alternate between smiling-and-nodding and actually explaining that the facings are fluid and are ignored, that the PC's position on the table is a bare reference of his actual position, etc. Anyone else find this to be the case?
 

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