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General Tabletop Discussion
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How precisely do you run combat encounters?
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<blockquote data-quote="Lanefan" data-source="post: 8043933" data-attributes="member: 29398"><p>1. Grid and minis. I usually don't have to worry abut diagonals vs straight lines, my rounds are long enough that movement from one part of the battle to another is often a trivial matter; and...</p><p>2. ...if I do have to worry about distance that precisely I'll just pull out a piece of string and measure it in a line, ignoring the grid. Ranges are usually easy to eyeball using the grid as a guide; if someone or something is right on the edge I'll usually give a special saving throw, success meaning the potential target is not in the area or range, before any save that might otherwise be needed.</p><p>3. Cover is something I often kinda handwave.</p><p>4. Situationally dependent. A chair, for example, is going to have much more effect on movement in a narrow passage than it is on an open field. If something's big enough to be relevant given the scale of the area, I'll take it into account. (never mind that the chair also counts as a potential weapon both melee or ranged <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</p><p>5. Switching objects between hands comes under the heading of 'free action' for me (i.e. you can do it whenever you like) unless the objects to be switched are heavy, bulky, or in some way tied on or awkward to remove or don. So, if you've a dagger in one hand and a wand in the other you can switch them whenever you like, or swap the wand out for a second dagger; if you're trying to doff a shield in order to draw a second weapon that's probably going to eat up your round.</p><p>6. Very strict - your movements must be free and unencumbered in order to cast anything* or else you're very likely to blow the casting (and risk a wild magic surge), and if the M component carries any cost it needs to be noted as present. * - exception is a very few combat-related spells mostly belonging to War Clerics.</p><p>7. For ranged combat or spells, very important. For melee it's not as vital unless the fight's in complete darkness and one or more combatants don't have night sight.</p><p>8. I don't use facing nearly as much as I probably should. Hiding is common - in my game a Thief usually can't backstrike two rounds in a row, she has to spend a round fading into the shadows between strikes.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8043933, member: 29398"] 1. Grid and minis. I usually don't have to worry abut diagonals vs straight lines, my rounds are long enough that movement from one part of the battle to another is often a trivial matter; and... 2. ...if I do have to worry about distance that precisely I'll just pull out a piece of string and measure it in a line, ignoring the grid. Ranges are usually easy to eyeball using the grid as a guide; if someone or something is right on the edge I'll usually give a special saving throw, success meaning the potential target is not in the area or range, before any save that might otherwise be needed. 3. Cover is something I often kinda handwave. 4. Situationally dependent. A chair, for example, is going to have much more effect on movement in a narrow passage than it is on an open field. If something's big enough to be relevant given the scale of the area, I'll take it into account. (never mind that the chair also counts as a potential weapon both melee or ranged :) ) 5. Switching objects between hands comes under the heading of 'free action' for me (i.e. you can do it whenever you like) unless the objects to be switched are heavy, bulky, or in some way tied on or awkward to remove or don. So, if you've a dagger in one hand and a wand in the other you can switch them whenever you like, or swap the wand out for a second dagger; if you're trying to doff a shield in order to draw a second weapon that's probably going to eat up your round. 6. Very strict - your movements must be free and unencumbered in order to cast anything* or else you're very likely to blow the casting (and risk a wild magic surge), and if the M component carries any cost it needs to be noted as present. * - exception is a very few combat-related spells mostly belonging to War Clerics. 7. For ranged combat or spells, very important. For melee it's not as vital unless the fight's in complete darkness and one or more combatants don't have night sight. 8. I don't use facing nearly as much as I probably should. Hiding is common - in my game a Thief usually can't backstrike two rounds in a row, she has to spend a round fading into the shadows between strikes. [/QUOTE]
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