Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Light hack for gridless combat
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DevP" data-source="post: 5139199" data-attributes="member: 84571"><p>Here's my current idea for playing gridless 4E combats. (Either to the exclusion of gridful combats, or with allowing a mix). The idea might allow for different play styles. (I played without minis back in the day, and some still prefer it.)</p><p></p><p>Stick with narratively/descriptively keeping track of space, and generally go along with the spirit of what a player is trying to accomplish with their movement, only blocking them if it's obviously infeasible. If a movement seems to slightly stretch their movement/range restrictions by a square or two, the DM should grant themselves a point of "Movement Advantage", which is spent soon afterwards to similarly stretch the DM's own movement and attacks.</p><p></p><p>(This does place some more work on the DM to adjucate on the fly, and requires more trust between the DM and players to simply roll with the adjucations rather than negotiating them during the action. IME, most groups can handle something this just fine.)</p><p></p><p>A more explicit version follows:</p><p></p><p>...</p><p></p><p>(1) The DM should have a handle on the space of the encounter, either by sketching a rough map or keeping it in your head. (If you prefer, feel free to convert all mention of squares to increments of 5 feet.)</p><p></p><p>(2) When range is in question - for movement actions, forced movement or ranged attacks - the player should describe what the movement/range and what they're to accomplish. The DM can clarify/block the action if it's unfeasible, but should generally accept the player's suggestion.</p><p></p><p>If the movement is acceptable but *might* require another square or two of movement, the DM should give himself a point of Movement Advantage in his notes. The DM doesn't need to announce this, but instead should keep the action moving.</p><p></p><p>If a power or condition is part of a movement/range, the player should mention this. (If a power is used for positioning, the DM should tend towards accepting the player's suggestion.)</p><p></p><p>(3) When the DM is controlling creatures, the DM can spend points of Movement Advantage to stretch movement and range by another square or two when the exact range is questionable. The DM should aim to spend these soon after they're created (so that the number of Movement Advantage points generally stays around zero), and try to spend around the player who created the Advantage.</p><p></p><p>When in doubt: let the dramatically obvious and reasonable thing for the fight happen, and let the players (and monsters) see their intent happen. Movement sets up the use of the power and attacks that you want to see.</p><p></p><p>Bonus option: If Movement Advantage is piling up, the DM could spend this in new ways: 3 points for shifting an extra square, or 5 points for taking an extra move action. (Of course, such spending isn't exactly balanced, but it can keep things moving and open up new possibilites.)</p><p></p><p>...</p><p></p><p>For excessive examples, see the bottom of my blogpost: <a href="http://games.forgreatjustice.net/2010/03/31/dd-4e-hack-gridless-combat-and-movement-advantage/" target="_blank">FGJ Games » Blog Archive » D&D 4E Hack: Gridless Combat and Movement Advantage</a></p></blockquote><p></p>
[QUOTE="DevP, post: 5139199, member: 84571"] Here's my current idea for playing gridless 4E combats. (Either to the exclusion of gridful combats, or with allowing a mix). The idea might allow for different play styles. (I played without minis back in the day, and some still prefer it.) Stick with narratively/descriptively keeping track of space, and generally go along with the spirit of what a player is trying to accomplish with their movement, only blocking them if it's obviously infeasible. If a movement seems to slightly stretch their movement/range restrictions by a square or two, the DM should grant themselves a point of "Movement Advantage", which is spent soon afterwards to similarly stretch the DM's own movement and attacks. (This does place some more work on the DM to adjucate on the fly, and requires more trust between the DM and players to simply roll with the adjucations rather than negotiating them during the action. IME, most groups can handle something this just fine.) A more explicit version follows: ... (1) The DM should have a handle on the space of the encounter, either by sketching a rough map or keeping it in your head. (If you prefer, feel free to convert all mention of squares to increments of 5 feet.) (2) When range is in question - for movement actions, forced movement or ranged attacks - the player should describe what the movement/range and what they're to accomplish. The DM can clarify/block the action if it's unfeasible, but should generally accept the player's suggestion. If the movement is acceptable but *might* require another square or two of movement, the DM should give himself a point of Movement Advantage in his notes. The DM doesn't need to announce this, but instead should keep the action moving. If a power or condition is part of a movement/range, the player should mention this. (If a power is used for positioning, the DM should tend towards accepting the player's suggestion.) (3) When the DM is controlling creatures, the DM can spend points of Movement Advantage to stretch movement and range by another square or two when the exact range is questionable. The DM should aim to spend these soon after they're created (so that the number of Movement Advantage points generally stays around zero), and try to spend around the player who created the Advantage. When in doubt: let the dramatically obvious and reasonable thing for the fight happen, and let the players (and monsters) see their intent happen. Movement sets up the use of the power and attacks that you want to see. Bonus option: If Movement Advantage is piling up, the DM could spend this in new ways: 3 points for shifting an extra square, or 5 points for taking an extra move action. (Of course, such spending isn't exactly balanced, but it can keep things moving and open up new possibilites.) ... For excessive examples, see the bottom of my blogpost: [url=http://games.forgreatjustice.net/2010/03/31/dd-4e-hack-gridless-combat-and-movement-advantage/]FGJ Games » Blog Archive » D&D 4E Hack: Gridless Combat and Movement Advantage[/url] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Light hack for gridless combat
Top