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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Miniatures/Grids/Tactics and In-Character 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="el-remmen" data-source="post: 4112714" data-attributes="member: 11"><p>If I have heard it once, I have heard it a thousand times on these boards, some people are turned off by the reliance on minis and the grid in 3E (and now the upcoming 4E). Common complaints are that during combat scenes the game is reduced to a tactical mini game where every possible option and optimal movement and positioning must be considered as the group takes on their foes and takes stock of their tactical position - essentially bogging the game down, and sometimes really annoying people when other players tell them what the "best" thing for their character to do is.</p><p></p><p>Personally, my group never has this problem and we have used minis and grid movement since 2E days. Essentially, we play that all tactical discussion has to be done in-character and speaking can only be done as a free action on your own turn (with a limit of about 5 to 10 words give or take, the DM being finally arbiter of how much you can say, as is the case with the number of any free actions that are allowed to a character).</p><p></p><p>This means there is no delay while people are polled about what should be done, and no one can start giving broad suggestions. On your action you do what your character would do, that's it. Part of that might include calling suggests (or orders) to others, but if there is any expectation about it being done, it is an in-character one. If you want to wait to hear what someone suggests then you delay (or ready an action if possible). However, this also means that intelligent opponents that understand your language might hear and react to the suggestions being yelled across the battlefield. In addition, when as DM the PCs are facing organized intelligent foes, I have to make sure I have them call out to each other for help and suggestions.</p><p></p><p>There are other rules we use to foster this. For example, any time you count a box for movement it means you character has moved there, no exceptions.* Also, you choose a target before counting the range, when it comes to missile weapons and spells. We call these our "fog of war rules." In other words, not only can people make mistakes, chances are that in any combat mistakes will be made on either side.</p><p> </p><p>In our experience, this allows for a fun tactical aspect to the game (which I particularly like), but also adds to the drama and allows everyone to play their character as they see fit without the pressure of optimal tactical action. It also draws out the fights making them more interesting and dynamic.</p><p></p><p>Also, since everything is in-character, the grid and the minis seem to detract less from the inward visualization of the combat. The minis are there to mark characters' places, not to represent a playing piece infused with the powers of a D&D class.</p><p></p><p>Anyway, I was curious. Does anyone else play this way? I am not sure if in all the years I have been on these boards (8!) that I have seen anyone post that they played in the same fashion or similarly.</p><p></p><p></p><p><span style="font-size: 9px">* Okay, I lied. The only exception to this is that the DM is immune to this rule. Since he often has to handle many more foes than the players (who generally only have to worry about themselves, or perhaps one or two hirelings or followers), he gets more leeway. However, in my own case, for the sake of expediency, I often just let the mini stand wherever I put it even if I do make a mistake. It is just when I know there is something specific I was going to have them do and I forgot because I had to run 10 other creatures before initiative cycled around again that I take it back and start counting over, or whatever.</span></p></blockquote><p></p>
[QUOTE="el-remmen, post: 4112714, member: 11"] If I have heard it once, I have heard it a thousand times on these boards, some people are turned off by the reliance on minis and the grid in 3E (and now the upcoming 4E). Common complaints are that during combat scenes the game is reduced to a tactical mini game where every possible option and optimal movement and positioning must be considered as the group takes on their foes and takes stock of their tactical position - essentially bogging the game down, and sometimes really annoying people when other players tell them what the "best" thing for their character to do is. Personally, my group never has this problem and we have used minis and grid movement since 2E days. Essentially, we play that all tactical discussion has to be done in-character and speaking can only be done as a free action on your own turn (with a limit of about 5 to 10 words give or take, the DM being finally arbiter of how much you can say, as is the case with the number of any free actions that are allowed to a character). This means there is no delay while people are polled about what should be done, and no one can start giving broad suggestions. On your action you do what your character would do, that's it. Part of that might include calling suggests (or orders) to others, but if there is any expectation about it being done, it is an in-character one. If you want to wait to hear what someone suggests then you delay (or ready an action if possible). However, this also means that intelligent opponents that understand your language might hear and react to the suggestions being yelled across the battlefield. In addition, when as DM the PCs are facing organized intelligent foes, I have to make sure I have them call out to each other for help and suggestions. There are other rules we use to foster this. For example, any time you count a box for movement it means you character has moved there, no exceptions.* Also, you choose a target before counting the range, when it comes to missile weapons and spells. We call these our "fog of war rules." In other words, not only can people make mistakes, chances are that in any combat mistakes will be made on either side. In our experience, this allows for a fun tactical aspect to the game (which I particularly like), but also adds to the drama and allows everyone to play their character as they see fit without the pressure of optimal tactical action. It also draws out the fights making them more interesting and dynamic. Also, since everything is in-character, the grid and the minis seem to detract less from the inward visualization of the combat. The minis are there to mark characters' places, not to represent a playing piece infused with the powers of a D&D class. Anyway, I was curious. Does anyone else play this way? I am not sure if in all the years I have been on these boards (8!) that I have seen anyone post that they played in the same fashion or similarly. [SIZE=1]* Okay, I lied. The only exception to this is that the DM is immune to this rule. Since he often has to handle many more foes than the players (who generally only have to worry about themselves, or perhaps one or two hirelings or followers), he gets more leeway. However, in my own case, for the sake of expediency, I often just let the mini stand wherever I put it even if I do make a mistake. It is just when I know there is something specific I was going to have them do and I forgot because I had to run 10 other creatures before initiative cycled around again that I take it back and start counting over, or whatever.[/SIZE] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Miniatures/Grids/Tactics and In-Character Combat
Top