[discussion of ambiguity in spell placement]
As one or two other people have said, i'm in the "yep, a grid eliminates those questions; that's the problem with it," camp. I find the precision of D&D3E combat jarring, and something that gets in the way of my enjoyment of the game. I want some ambiguity and fuzziness, especially in what is supposed to be a fast-moving combat. So we play without a mat or miniatures. If there's ever a question of the GM's description, i clarify the description, or grab some dice (or pennies, or whatever--but usually dice are the most at-hand) and demonstrate relative positions. IOW, i make sure the players have all the info their characters would have. But if it's a question that the character might not know the answer to--such as judging how much distance is between an opponent and an ally, at an oblique angle from 100' away--then it might require a spot check or a spellcraft check or whatever is appropriate, and the spellcaster might not get it right. I'm not trying to cheat the players--if their character should be able to tell, or tell close enough, i tell them: "you're certain you have enough room" "there's no way you can pull it off" "it might work; you really can't tell from here".
Basically, i consider the fact that a well-done battle mat, etc., gives the players more info than their characters have to be a bug, not a feature. Yes, not using a mat runs the risk of the players not having all the info their characters have. If i'm gonna err, i'd rather err in that direction--and that includes when i'm the player. Plus, too little info is easily corrected; it's too easy, IME, to unintentionally use OOC knowledge when a battle mat is present.
Man in the Funny Hat said:The counterpoint being, of course, that use of the grid ELIMINATES this. A monster is either in a given square or it's not. That square is either within the spell area or it's not. The sorceror is either obviously avoidable by adjusting the spell placement or he isn't, and it doesn't require anything more than looking at where things are for all to see if it will work or not. A grid specifically facilitates this and that's partly why I find it incomprehensible that anyone should then complain, "The players are actually USING the grid! This MUST be discouraged!"
As one or two other people have said, i'm in the "yep, a grid eliminates those questions; that's the problem with it," camp. I find the precision of D&D3E combat jarring, and something that gets in the way of my enjoyment of the game. I want some ambiguity and fuzziness, especially in what is supposed to be a fast-moving combat. So we play without a mat or miniatures. If there's ever a question of the GM's description, i clarify the description, or grab some dice (or pennies, or whatever--but usually dice are the most at-hand) and demonstrate relative positions. IOW, i make sure the players have all the info their characters would have. But if it's a question that the character might not know the answer to--such as judging how much distance is between an opponent and an ally, at an oblique angle from 100' away--then it might require a spot check or a spellcraft check or whatever is appropriate, and the spellcaster might not get it right. I'm not trying to cheat the players--if their character should be able to tell, or tell close enough, i tell them: "you're certain you have enough room" "there's no way you can pull it off" "it might work; you really can't tell from here".
Basically, i consider the fact that a well-done battle mat, etc., gives the players more info than their characters have to be a bug, not a feature. Yes, not using a mat runs the risk of the players not having all the info their characters have. If i'm gonna err, i'd rather err in that direction--and that includes when i'm the player. Plus, too little info is easily corrected; it's too easy, IME, to unintentionally use OOC knowledge when a battle mat is present.