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How precisely do you run combat encounters?
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<blockquote data-quote="ZeshinX" data-source="post: 8044166" data-attributes="member: 6793656"><p>1. Primarily TotM, but we generally use a quick graph paper draw up of where everyone starts (and any obstacles, but very rudimentary).</p><p>2. Very much ballparking.</p><p>3. More ballparking for the most part. Cover and what not is adjudicated by me (DM) based on the terrain, environment and the presence of obstacles.</p><p>4. Broad strokes mainly. I paint the picture of the encounter for TotM and allow for creative tactics and decision making by the players.</p><p>5. This happens all the time. It's not regulated, short of things that would impact it being present (loud, rushing water, a zone of silence, etc)</p><p>6. Material components we ignore. Somatic/verbal are treated with reason. Sword + board/TWF, you're not casting unless an ability/feat says you can (or you ditch/drop the shield or weapon, or put one away to free a hand). Two-handed weapon can cast just fine (you can't attack with it one-handed, but you can sure hold it one-handed while your other hand casts). Basically if they have a free hand or ability to simply give themselves a free hand, they can cast. If they aren't gagged, in a zone of silence, etc, they can cast. We don't use foci for mechanical effect, just flavour.</p><p>7. More or less binary situation. Yes light, yes see. No light, no see (short of darkvision). Radius/intensity of light is considered if it would matter in some fashion relative to the encounter (or other condition).</p><p>8. Just for flavour mainly. Things like hiding in combat and such are allowed if the player can describe an interesting way to make it plausible (in a heroic fantasy kind of plausible...I'm flexible as a DM to a degree....hiding in combat in the middle of an open room with minimal furnishing is not gonna happen....but throw in some furniture and drapery and whatnot and you're not in melee or immediately threatening anyone....sure, you can sneak off and hide).</p></blockquote><p></p>
[QUOTE="ZeshinX, post: 8044166, member: 6793656"] 1. Primarily TotM, but we generally use a quick graph paper draw up of where everyone starts (and any obstacles, but very rudimentary). 2. Very much ballparking. 3. More ballparking for the most part. Cover and what not is adjudicated by me (DM) based on the terrain, environment and the presence of obstacles. 4. Broad strokes mainly. I paint the picture of the encounter for TotM and allow for creative tactics and decision making by the players. 5. This happens all the time. It's not regulated, short of things that would impact it being present (loud, rushing water, a zone of silence, etc) 6. Material components we ignore. Somatic/verbal are treated with reason. Sword + board/TWF, you're not casting unless an ability/feat says you can (or you ditch/drop the shield or weapon, or put one away to free a hand). Two-handed weapon can cast just fine (you can't attack with it one-handed, but you can sure hold it one-handed while your other hand casts). Basically if they have a free hand or ability to simply give themselves a free hand, they can cast. If they aren't gagged, in a zone of silence, etc, they can cast. We don't use foci for mechanical effect, just flavour. 7. More or less binary situation. Yes light, yes see. No light, no see (short of darkvision). Radius/intensity of light is considered if it would matter in some fashion relative to the encounter (or other condition). 8. Just for flavour mainly. Things like hiding in combat and such are allowed if the player can describe an interesting way to make it plausible (in a heroic fantasy kind of plausible...I'm flexible as a DM to a degree....hiding in combat in the middle of an open room with minimal furnishing is not gonna happen....but throw in some furniture and drapery and whatnot and you're not in melee or immediately threatening anyone....sure, you can sneak off and hide). [/QUOTE]
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