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.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters are amazing!
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="Pickles JG" data-source="post: 6491979" data-attributes="member: 61501"><p>Indeed though I have always previously played D&D with minis & a map - probably because I started with a wargames club in the (very late) 70s. I have played Feng Shui a whole lot exclusively TotM & things like exact movement speed become far less important than when you are counting squares; similarly other precise positioning tricks. In that game cool stunts are done because they are cool not because they are effective yet oddly I find excessive attack description in D&D tiresome.</p><p></p><p>Forced movement effects are about my favourite thing about 4e combat & they are just not as interesting in TotM - I am a super lax generous DM regarding this stuff too. </p><p>When I got 13th Age I was disappointed by the random numbers that AOE spells effected but in TOTM it's usually me, the DM, arbitrarily designating numbers of targets so it might as well be random. I am glad the wizard in the party is an evoker so he can ignore friendly fire to a large extent which reduces that ruling. </p><p></p><p>Anyway I am now a bit lost as to my point since I am really enjoying the 5e game I run (on google hangout sans maps) & dread the map drawing that other DMS in Adventurers League play use - if a fight takes 10 minutes I really do not want to spend 15 minutes watching a map get drawn.</p><p></p><p></p><p></p><p>In Feng Shui cool stunts are done because they are cool not because they are effective yet oddly I find excessive attack description in D&D tiresome.</p><p></p><p></p><p></p><p>What happened to 5e can suit any playstyle?*</p><p></p><p>Anyway I have been running Lost Mines of Phandelver & I think the only situations where you might get into 6 or more fights in one day are Cragmaw Castle & The Mines themselves. (without lots of random encounters to "fix" it - massively in excess of the number the module would generate) </p><p></p><p>I think my part may have done all of the Castle in one day but I think that was only 5? encounters - they combined some, avoided some & the rogue soloed a bit.</p><p>The Mines included a long rest so probably two days of 3 or 4 encounters.</p><p></p><p>It is not me not following the guidelines it's the module designers & those damned players doing what they want willy nilly.</p><p></p><p>*I suspect I have subconciously moved to a style with fewer more dangerous encounters, which will work about the same as 6-8 easier ones. Get up, fight a couple of terrible villains. Spot of lunch, fight another more. Drop of tea then one more monster before supper & bedtime.</p></blockquote><p></p>
[QUOTE="Pickles JG, post: 6491979, member: 61501"] Indeed though I have always previously played D&D with minis & a map - probably because I started with a wargames club in the (very late) 70s. I have played Feng Shui a whole lot exclusively TotM & things like exact movement speed become far less important than when you are counting squares; similarly other precise positioning tricks. In that game cool stunts are done because they are cool not because they are effective yet oddly I find excessive attack description in D&D tiresome. Forced movement effects are about my favourite thing about 4e combat & they are just not as interesting in TotM - I am a super lax generous DM regarding this stuff too. When I got 13th Age I was disappointed by the random numbers that AOE spells effected but in TOTM it's usually me, the DM, arbitrarily designating numbers of targets so it might as well be random. I am glad the wizard in the party is an evoker so he can ignore friendly fire to a large extent which reduces that ruling. Anyway I am now a bit lost as to my point since I am really enjoying the 5e game I run (on google hangout sans maps) & dread the map drawing that other DMS in Adventurers League play use - if a fight takes 10 minutes I really do not want to spend 15 minutes watching a map get drawn. In Feng Shui cool stunts are done because they are cool not because they are effective yet oddly I find excessive attack description in D&D tiresome. What happened to 5e can suit any playstyle?* Anyway I have been running Lost Mines of Phandelver & I think the only situations where you might get into 6 or more fights in one day are Cragmaw Castle & The Mines themselves. (without lots of random encounters to "fix" it - massively in excess of the number the module would generate) I think my part may have done all of the Castle in one day but I think that was only 5? encounters - they combined some, avoided some & the rogue soloed a bit. The Mines included a long rest so probably two days of 3 or 4 encounters. It is not me not following the guidelines it's the module designers & those damned players doing what they want willy nilly. *I suspect I have subconciously moved to a style with fewer more dangerous encounters, which will work about the same as 6-8 easier ones. Get up, fight a couple of terrible villains. Spot of lunch, fight another more. Drop of tea then one more monster before supper & bedtime. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters are amazing!
Top