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
*Pathfinder & Starfinder
New Legends & Lore
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="I'm A Banana" data-source="post: 5492787" data-attributes="member: 2067"><p>See, half of those are totally unnecessary.</p><p></p><p>Conditions? Okay.</p><p></p><p>OA's? Nonexistent. Nobody provokes for anything (a system designed with this would take it into account when designing spells/ranged attacks/etc.)</p><p></p><p>Near the trap panels or escape hatch or cliff or cover? You can reach them and do something with them on your turn. You're far enough away to have to avoid constant worry, but not so far away that you couldn't get there (or be tossed there) with relative ease.</p><p></p><p>Near the lurker? This is the "What can hit me?" question. Answer: Everything. That lurker is a threat, and he'll be able to reach you on his turn.</p><p></p><p>Zones? Nonexistent. Perhaps instead you have a <em>battlefield effect</em> that affects everything on the battlefield until it takes an action to negate the effect. In which case, yes, you're in it, unless you've designated that you're not.</p><p></p><p>Flanked? Nonexistent. Perhaps instead you use <em>Aid Another</em> for the same effect.</p><p></p><p>Adjacent to the shaman's spirit companion or ranger or warlock closest or wall spell high enough? Nonsensical in the context of an abstract combat system. You gain no benefit from proximity to anything, and your wall spell is high enough if you want it to be. </p><p></p><p>All this, of course, assumes that the system is designed from the ground up to not be minis or grid-based. Which is part of why it's kind of impossible to do this with 4e as it stands now. Though it's easier with Essentials than with core 4e, still, any push/pull/slide effect is largely meaningless.</p><p></p><p></p><p></p><p>All it means is that you give up the precise positioning dimension of combat. We already treat so many things in the game as abstract -- hit points, rations, attacks, healing, blah blah blah -- adding "your exact location in spacetime" to the list is, IMO, kind of overdue. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>When you choose to do this, you also gain a game that is very easy to introduce people to. They don't need to buy another $100 in plastic, grids, and fobs, and they don't need to invest another 2 hours in learning the ins and outs of OA's, reach, adjacency, flanking, imaginary cover lines, and positioning.</p><p></p><p>D&D has abandoned simulation in so many ways, I think it could only gain by abandoning simulation of the character's exact location. </p><p></p><p>Of course, I am not a minis fan, so there's grains of salt to be had in my criticisms. Still, this is the kind of game <strong>I</strong> want to play.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5492787, member: 2067"] See, half of those are totally unnecessary. Conditions? Okay. OA's? Nonexistent. Nobody provokes for anything (a system designed with this would take it into account when designing spells/ranged attacks/etc.) Near the trap panels or escape hatch or cliff or cover? You can reach them and do something with them on your turn. You're far enough away to have to avoid constant worry, but not so far away that you couldn't get there (or be tossed there) with relative ease. Near the lurker? This is the "What can hit me?" question. Answer: Everything. That lurker is a threat, and he'll be able to reach you on his turn. Zones? Nonexistent. Perhaps instead you have a [I]battlefield effect[/I] that affects everything on the battlefield until it takes an action to negate the effect. In which case, yes, you're in it, unless you've designated that you're not. Flanked? Nonexistent. Perhaps instead you use [I]Aid Another[/I] for the same effect. Adjacent to the shaman's spirit companion or ranger or warlock closest or wall spell high enough? Nonsensical in the context of an abstract combat system. You gain no benefit from proximity to anything, and your wall spell is high enough if you want it to be. All this, of course, assumes that the system is designed from the ground up to not be minis or grid-based. Which is part of why it's kind of impossible to do this with 4e as it stands now. Though it's easier with Essentials than with core 4e, still, any push/pull/slide effect is largely meaningless. All it means is that you give up the precise positioning dimension of combat. We already treat so many things in the game as abstract -- hit points, rations, attacks, healing, blah blah blah -- adding "your exact location in spacetime" to the list is, IMO, kind of overdue. ;) When you choose to do this, you also gain a game that is very easy to introduce people to. They don't need to buy another $100 in plastic, grids, and fobs, and they don't need to invest another 2 hours in learning the ins and outs of OA's, reach, adjacency, flanking, imaginary cover lines, and positioning. D&D has abandoned simulation in so many ways, I think it could only gain by abandoning simulation of the character's exact location. Of course, I am not a minis fan, so there's grains of salt to be had in my criticisms. Still, this is the kind of game [B]I[/B] want to play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
New Legends & Lore
Top