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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="J-H" data-source="post: 8044033" data-attributes="member: 7020951"><p>1- creature positions and movement (e.g. TotM vs battlemat, step-by-step movement around obstacles, counting diagonals x1.5)</p><p><strong>Battlemat, not counting diagonals as 1.5.</strong></p><p>2- distances and weapon/spell ranges (e.g. measuring exact ranges vs ballparking near/far)</p><p><strong>If it's close, I often ballpark it, but there have been times when it's been really relevant and important.</strong></p><p>3- elevation, angles and directions (e.g. adjudicating cover carefully from different directions)</p><p><strong>Hasn't really come up. Cover is kind of an "eyeball it".</strong></p><p>4- terrain and obstacles (e.g. ignoring vs taking small objects on the ground into account, like a chair)</p><p><strong>Chairs don't occupy an entire 5x5 square. I usually just mark areas as difficult terrain</strong></p><p>5- lesser actions on someone's turn (e.g. handwaving/enforcing object interaction rules, switching an object between hands)</p><p><strong>As long as it's not abused, I haven't been keeping hard track of drawing weapons, donning shields, etc.</strong></p><p>6- spells somatic/material components (e.g. checking against free/occupied hands)</p><p><strong>Nope. </strong></p><p>7- light sources and visibility (e.g. keeping track of exact areas of bright light, dim light, darkness)</p><p><strong>Not exact areas, no. It usually ends up being "you can see X feet"</strong></p><p>8- any particular tactical area (e.g. hiding in combat, flanking, facing)</p><p><strong>Hiding requires something to hide behind. We do not use flanking/facing.</strong></p></blockquote><p></p>
[QUOTE="J-H, post: 8044033, member: 7020951"] 1- creature positions and movement (e.g. TotM vs battlemat, step-by-step movement around obstacles, counting diagonals x1.5) [B]Battlemat, not counting diagonals as 1.5.[/B] 2- distances and weapon/spell ranges (e.g. measuring exact ranges vs ballparking near/far) [B]If it's close, I often ballpark it, but there have been times when it's been really relevant and important.[/B] 3- elevation, angles and directions (e.g. adjudicating cover carefully from different directions) [B]Hasn't really come up. Cover is kind of an "eyeball it".[/B] 4- terrain and obstacles (e.g. ignoring vs taking small objects on the ground into account, like a chair) [B]Chairs don't occupy an entire 5x5 square. I usually just mark areas as difficult terrain[/B] 5- lesser actions on someone's turn (e.g. handwaving/enforcing object interaction rules, switching an object between hands) [B]As long as it's not abused, I haven't been keeping hard track of drawing weapons, donning shields, etc.[/B] 6- spells somatic/material components (e.g. checking against free/occupied hands) [B]Nope. [/B] 7- light sources and visibility (e.g. keeping track of exact areas of bright light, dim light, darkness) [B]Not exact areas, no. It usually ends up being "you can see X feet"[/B] 8- any particular tactical area (e.g. hiding in combat, flanking, facing) [B]Hiding requires something to hide behind. We do not use flanking/facing.[/B] [/QUOTE]
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How precisely do you run combat encounters?
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