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I don't understand Gridless combat. HELP!
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<blockquote data-quote="Uller" data-source="post: 5929237" data-attributes="member: 413"><p>There is no reason you can't use a grid. They asked playtesters to avoid using a grid because they want to see how the rules work for that style of play. Doesn't mean that the rules in anyway preclude the grid style of play...they just allow for other styles (unlike 4e which pretty much requires a grid). </p><p></p><p>I like grids for some fights. But sometimes I like to just describe what happens. </p><p></p><p>To use a grid divide speeds by 5. A cylinder or sphere becomes a burst. A cone becomes a close blast. A line...use a ruler or piece of string..</p><p></p><p>But give it a try without for a fight or two. You might like it. Many of us find the grid turns fights into vanilla games of checkers....players and dms focus on moving their tokens around rather than describing and visualizing the action. </p><p></p><p>For instance: the wizard in my game declared he readied sleep for when the horde of 20 goblins came around the corner. He wanted to hit as many goblins as he could but cast before their attacks hit the fighter and cleric in the front rank. With a grid following the 4e rules strictly...each goblin takes its turn as an individual, spending its minor, move and standard actions. So they come at the party one by one. With 'theater of the mind' style of play the dm describes the action a bit more realistically..."the first of the goblin horde appears around the corner, hesitate at the sight of the dwarves but then the weightt of the others behind them drive them forward to attack...just before the first blow lands the wizard, who has been chanting a spell brings his incantations to their apex and unleashes his power...twelve goblins are caght by the spell [rolls saves]. 8 fall to the floor in a peaceful slumber. 4 others slow down and yawn. Only one of these makes it far enough to attack..."</p><p></p><p>You, as the dm, have a lot more freedom to interprit what your players want to do and make the game world react in a way that makes sense...if the rules are well written they will be there for you to fall back on when you are unsure.</p></blockquote><p></p>
[QUOTE="Uller, post: 5929237, member: 413"] There is no reason you can't use a grid. They asked playtesters to avoid using a grid because they want to see how the rules work for that style of play. Doesn't mean that the rules in anyway preclude the grid style of play...they just allow for other styles (unlike 4e which pretty much requires a grid). I like grids for some fights. But sometimes I like to just describe what happens. To use a grid divide speeds by 5. A cylinder or sphere becomes a burst. A cone becomes a close blast. A line...use a ruler or piece of string.. But give it a try without for a fight or two. You might like it. Many of us find the grid turns fights into vanilla games of checkers....players and dms focus on moving their tokens around rather than describing and visualizing the action. For instance: the wizard in my game declared he readied sleep for when the horde of 20 goblins came around the corner. He wanted to hit as many goblins as he could but cast before their attacks hit the fighter and cleric in the front rank. With a grid following the 4e rules strictly...each goblin takes its turn as an individual, spending its minor, move and standard actions. So they come at the party one by one. With 'theater of the mind' style of play the dm describes the action a bit more realistically..."the first of the goblin horde appears around the corner, hesitate at the sight of the dwarves but then the weightt of the others behind them drive them forward to attack...just before the first blow lands the wizard, who has been chanting a spell brings his incantations to their apex and unleashes his power...twelve goblins are caght by the spell [rolls saves]. 8 fall to the floor in a peaceful slumber. 4 others slow down and yawn. Only one of these makes it far enough to attack..." You, as the dm, have a lot more freedom to interprit what your players want to do and make the game world react in a way that makes sense...if the rules are well written they will be there for you to fall back on when you are unsure. [/QUOTE]
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I don't understand Gridless combat. HELP!
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