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Flipping the Table: Did Removing Miniatures Save D&D?
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<blockquote data-quote="billd91" data-source="post: 7748105" data-attributes="member: 3400"><p>In my estimation, the reach of weapons was a much smaller issue in 1e - to the point of being largely irrelevant - because of the way the movement and combat rules worked. If you weren't in direct contact (over 10 feet away indoors, 10 yards outside) with the enemy and weren't shooting at them from range, your basic move was <strong>Close to Striking Range</strong>. If you were already within that 10 foot distance, you attacked. That general terminology covered all sorts of minor fiddly variations in weapon lengths and certainly helped you stay off the miniature mat.</p><p></p><p>If you needed to know who struck first at the end of a charge, you simply looked at the weapon lengths on the weapon characteristics table, noted which one was longer, and ruled they struck first. Then you went to the next shorter weapon, and so on. Where exactly were the PCs as measured on a grid? Close enough to hit each other - good enough.</p><p></p><p>Facing is only a little more complex. The player can just say that they want to move in to flank with their buddy and if the DM agrees they can move that far in a round, he can say it is so. Or he can present a choice - "You can get there and still attack this round if you cut it close and risk an AoO or you can take the extra movement to get there safely and be ready to strike next round." That gives the player the same sort of choices they have on a battle map but just makes it a little more abstract. It's not any harder, really, you just have to be able to relinquish control of picking the exact squares/hexes moved through.</p></blockquote><p></p>
[QUOTE="billd91, post: 7748105, member: 3400"] In my estimation, the reach of weapons was a much smaller issue in 1e - to the point of being largely irrelevant - because of the way the movement and combat rules worked. If you weren't in direct contact (over 10 feet away indoors, 10 yards outside) with the enemy and weren't shooting at them from range, your basic move was [b]Close to Striking Range[/b]. If you were already within that 10 foot distance, you attacked. That general terminology covered all sorts of minor fiddly variations in weapon lengths and certainly helped you stay off the miniature mat. If you needed to know who struck first at the end of a charge, you simply looked at the weapon lengths on the weapon characteristics table, noted which one was longer, and ruled they struck first. Then you went to the next shorter weapon, and so on. Where exactly were the PCs as measured on a grid? Close enough to hit each other - good enough. Facing is only a little more complex. The player can just say that they want to move in to flank with their buddy and if the DM agrees they can move that far in a round, he can say it is so. Or he can present a choice - "You can get there and still attack this round if you cut it close and risk an AoO or you can take the extra movement to get there safely and be ready to strike next round." That gives the player the same sort of choices they have on a battle map but just makes it a little more abstract. It's not any harder, really, you just have to be able to relinquish control of picking the exact squares/hexes moved through. [/QUOTE]
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