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General Tabletop Discussion
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Has anyone done variant combat rules that remove the 5 ft. grid?
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<blockquote data-quote="Vraille Darkfang" data-source="post: 1561456" data-attributes="member: 16989"><p>Hey, </p><p></p><p> I've basically removed all the movement rules from the D&D game I run. We have to game at the local gaming store & only get to game for a couple of hours. It's way too hard to attempt to set up an accurate grid, put out all the minatures in the exact correct location, then clean it all up before the store closes. We still use some minatures, one for each character & several generic figs for various creatures, but more so to give everyone an overview of what is going in the area around them, than any completly accurate measurements.</p><p></p><p> The secret is approximation (many rules-lawyers might faitn at this). My system isn't accurate down to the last 5' square, but it works for my game.</p><p></p><p>Simply divide movement into a few categories:</p><p></p><p>1.Adjusting (5'step): this works like the rules say and since the only movement you can take is this 5' step, you really don't need minatures to keep track of how far the rogue is from the ogre. This gets a bit tricky at times, but after a while I can keep track of everything in my head.</p><p></p><p>2. Single Move (30 feet)</p><p>3. Double Move (60 feet)</p><p>4. Run (120 Feet):</p><p>Whenever I refer to distances in my game in terms of how far away something is from their current location, I use the term single move to refer to anything more than 5' away but less than 30. Double Move for between 30-60' and multiples of Run for those above 60' away. I my players have speed less or more than 30 they know to compensate from my terminology.</p><p></p><p>Actually, trying to put this simple system down on paper is showing me just how complicated it is to explain.</p><p></p><p>In a nut shell I don't talk in terms of Move, Double Move, Run, 2 Range Increments, etc. I never use the actual distance (xx number of feet). Since my players don't fight this it works out quite well. I simple base everything on base speed of 30' and a lt crossbow's range increment. Those party members that have a greater or lesser speed/range I adjust on the fly, but don't actually do the math.</p><p></p><p>Essentially my movement system is called "Guestimate 4.0" My players like my game, trust me as a DM and know I'm not going to use the rules just to try to shortchange them. Thus we have fun every Wed & no one takes an half-hour to argue whether the orge was at the limit of the 1st range category or the beginning of the second.</p><p></p><p>Best advice? Don't try to take minis out of the system. Take the wargamer out of your innner game. There's nothing wrong with wargaming, but as in your situation comprimises have to be made. Is it better to know if the hill giant is 500' away or 505' away? Gamings about having a good time, not practicing land survey techniques.</p><p></p><p>This thing got a spell check?</p><p>Vraille Darkfang</p></blockquote><p></p>
[QUOTE="Vraille Darkfang, post: 1561456, member: 16989"] Hey, I've basically removed all the movement rules from the D&D game I run. We have to game at the local gaming store & only get to game for a couple of hours. It's way too hard to attempt to set up an accurate grid, put out all the minatures in the exact correct location, then clean it all up before the store closes. We still use some minatures, one for each character & several generic figs for various creatures, but more so to give everyone an overview of what is going in the area around them, than any completly accurate measurements. The secret is approximation (many rules-lawyers might faitn at this). My system isn't accurate down to the last 5' square, but it works for my game. Simply divide movement into a few categories: 1.Adjusting (5'step): this works like the rules say and since the only movement you can take is this 5' step, you really don't need minatures to keep track of how far the rogue is from the ogre. This gets a bit tricky at times, but after a while I can keep track of everything in my head. 2. Single Move (30 feet) 3. Double Move (60 feet) 4. Run (120 Feet): Whenever I refer to distances in my game in terms of how far away something is from their current location, I use the term single move to refer to anything more than 5' away but less than 30. Double Move for between 30-60' and multiples of Run for those above 60' away. I my players have speed less or more than 30 they know to compensate from my terminology. Actually, trying to put this simple system down on paper is showing me just how complicated it is to explain. In a nut shell I don't talk in terms of Move, Double Move, Run, 2 Range Increments, etc. I never use the actual distance (xx number of feet). Since my players don't fight this it works out quite well. I simple base everything on base speed of 30' and a lt crossbow's range increment. Those party members that have a greater or lesser speed/range I adjust on the fly, but don't actually do the math. Essentially my movement system is called "Guestimate 4.0" My players like my game, trust me as a DM and know I'm not going to use the rules just to try to shortchange them. Thus we have fun every Wed & no one takes an half-hour to argue whether the orge was at the limit of the 1st range category or the beginning of the second. Best advice? Don't try to take minis out of the system. Take the wargamer out of your innner game. There's nothing wrong with wargaming, but as in your situation comprimises have to be made. Is it better to know if the hill giant is 500' away or 505' away? Gamings about having a good time, not practicing land survey techniques. This thing got a spell check? Vraille Darkfang [/QUOTE]
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Has anyone done variant combat rules that remove the 5 ft. grid?
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