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Low CRs and "Boring" Monsters: Ogre
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<blockquote data-quote="Tony Vargas" data-source="post: 6989147" data-attributes="member: 996"><p>Functionally, just doesn't sound that important/different.</p><p></p><p>There's a level of abstraction in a TTRPG, yeah. If you can track where everyone is in a 3D, space, that's 3D enough, I'd think. </p><p></p><p>I mean, you could have stands like in Mustangs & Messerschmidts and litterally put minis scale inches in the air, but I don't see a big gain to it. </p><p></p><p>Over, under, through, within, <em>in other dimensions</em>... yeah. If you can handle the combined weight of the simplifications/abstractions (like simplified diagonals turning your circles square, and grids reducing positional granularity and the like), you can work all sorts of crazy things into an encounter.</p><p></p><p>A multi-story tower, for instance, with action on more than one story, can be handled with tiles side-by-side & numbered by floor. The roof tile set on a larger grid for interaction with ground & fliers. I doubt you'd ever need to track action on 10 different stories, but several occupied stories is quite doable. </p><p></p><p>That sounds more like a pursuit scene - or a combat happening on a different scale than the usual D&D ranges. </p><p></p><p>Fair 'nuff, but for any portion of the combat that involves some combatants all w/in range of eachother, you can just run it like a normal combat. Indeed, a lot of scenarios do that, have the PCs acting with a larger battle or conflict as a backdrop. The first part of HotDQ (sad case of First Module Syndrome that it may have been) for instance.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6989147, member: 996"] Functionally, just doesn't sound that important/different. There's a level of abstraction in a TTRPG, yeah. If you can track where everyone is in a 3D, space, that's 3D enough, I'd think. I mean, you could have stands like in Mustangs & Messerschmidts and litterally put minis scale inches in the air, but I don't see a big gain to it. Over, under, through, within, [i]in other dimensions[/i]... yeah. If you can handle the combined weight of the simplifications/abstractions (like simplified diagonals turning your circles square, and grids reducing positional granularity and the like), you can work all sorts of crazy things into an encounter. A multi-story tower, for instance, with action on more than one story, can be handled with tiles side-by-side & numbered by floor. The roof tile set on a larger grid for interaction with ground & fliers. I doubt you'd ever need to track action on 10 different stories, but several occupied stories is quite doable. That sounds more like a pursuit scene - or a combat happening on a different scale than the usual D&D ranges. Fair 'nuff, but for any portion of the combat that involves some combatants all w/in range of eachother, you can just run it like a normal combat. Indeed, a lot of scenarios do that, have the PCs acting with a larger battle or conflict as a backdrop. The first part of HotDQ (sad case of First Module Syndrome that it may have been) for instance. [/QUOTE]
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