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
*Dungeons & Dragons
Making Combat More Mobile
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="Quickleaf" data-source="post: 7131197" data-attributes="member: 20323"><p>I also strongly second breaking away from the grid / distance-accounting. Having representative miniatures is fine, but I've found gridded / distance-accounting combat really diminishes how (a certain type of) players describes their actions & movement.</p><p></p><p>One house-rule I play around with is changing how Shove works. I often allow "martial-type PCs" to Shove as a either bonus action or 1/round for free on a successful hit.</p><p></p><p>Another house-rule is including forced movement as a "rider effect" when, for example, someone badly fails a saving throw against a <em>fireball</em>, which might also knock them backwards and prone...or even through a thin wall!</p><p></p><p>I think the key is not to get hung up on thinking every little bit of movement needs to be accounted for or tied down in the rules, and just roll with it. </p><p></p><p>Actually, Mike Mearls' recent Twitch stream "Tower of the Curator" has some good examples of handling movement narratively. Mostly Mike just says "yes, awesome, ok so that means..."</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7131197, member: 20323"] I also strongly second breaking away from the grid / distance-accounting. Having representative miniatures is fine, but I've found gridded / distance-accounting combat really diminishes how (a certain type of) players describes their actions & movement. One house-rule I play around with is changing how Shove works. I often allow "martial-type PCs" to Shove as a either bonus action or 1/round for free on a successful hit. Another house-rule is including forced movement as a "rider effect" when, for example, someone badly fails a saving throw against a [I]fireball[/I], which might also knock them backwards and prone...or even through a thin wall! I think the key is not to get hung up on thinking every little bit of movement needs to be accounted for or tied down in the rules, and just roll with it. Actually, Mike Mearls' recent Twitch stream "Tower of the Curator" has some good examples of handling movement narratively. Mostly Mike just says "yes, awesome, ok so that means..." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Making Combat More Mobile
Top