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
*Dungeons & Dragons
Not using Grid / minis / pawns
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="Mercule" data-source="post: 6816904" data-attributes="member: 5100"><p>We bounce between a grid and TotM. Generally, the more threatening and/or campaign significant the encounter is, the more likely I'll choose to use a grid. </p><p></p><p>Grids clear up confusion, but often slow down play. I do not think it's fair to anyone at the table to take the time to draw the terrain and any other tactically relevant bits for a random encounter with a handful of orcs. On the other hand, I've got a poster-sized sheet of 1" graph paper that I often use to pre-draw BBEG-type encounters. I have to have reasonable expectation that the group will hit that encounter in the next couple sessions, though, to do so. For other cases, I have a set of Tact-Tiles (and am waiting on my <a href="http://www.gamenightlife.com/Default.asp" target="_blank">new GNL mats</a>) for ad hoc mapping.</p><p></p><p>One trick I've added in the last few months is the idea of zone-based combat (cribbed from FATE). I'll do a rough map that may or may not be to scale, but divide it into zones. For the most part, this means just declaring how many increments of 30' (standard movement rate) the various groups are from one another. It can also include things like "on the road" and "in the brush". Most area effect spells are going to hit anyone in a given "zone", so I just let it go, barring any special circumstances. I've actually used it for pretty large-scale combats (the camp around Scarlet Moon Hall, for example) and it's been expedient without sacrificing too much clarity or tactical thinking. The players seem to enjoy it, even when they've had multiple characters go down -- I haven't explicitly asked, but I've got a couple players who would definitely give feedback if it bothered them.</p><p></p><p>Before doing the zone thing, I'd seriously considered going to a gridless mat that still was set to 1" = 5'. I got very frustrated by the constant chess-move quality of combats where some players would constantly recount their movements around the board and count ranges and areas of effect multiple times before picking a spell to cast. I realize that may be fine by some people, but it bothered me and several players. My thought was that going to a tape-measure would ease that a bit and also get rid of the overly tidy commonality of "the fireball cuts a neat line between the bad guys' line and the PCs". Doing the latter once is kind of cool. Doing it every session starts to erode my suspension of disbelief.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6816904, member: 5100"] We bounce between a grid and TotM. Generally, the more threatening and/or campaign significant the encounter is, the more likely I'll choose to use a grid. Grids clear up confusion, but often slow down play. I do not think it's fair to anyone at the table to take the time to draw the terrain and any other tactically relevant bits for a random encounter with a handful of orcs. On the other hand, I've got a poster-sized sheet of 1" graph paper that I often use to pre-draw BBEG-type encounters. I have to have reasonable expectation that the group will hit that encounter in the next couple sessions, though, to do so. For other cases, I have a set of Tact-Tiles (and am waiting on my [URL="http://www.gamenightlife.com/Default.asp"]new GNL mats[/URL]) for ad hoc mapping. One trick I've added in the last few months is the idea of zone-based combat (cribbed from FATE). I'll do a rough map that may or may not be to scale, but divide it into zones. For the most part, this means just declaring how many increments of 30' (standard movement rate) the various groups are from one another. It can also include things like "on the road" and "in the brush". Most area effect spells are going to hit anyone in a given "zone", so I just let it go, barring any special circumstances. I've actually used it for pretty large-scale combats (the camp around Scarlet Moon Hall, for example) and it's been expedient without sacrificing too much clarity or tactical thinking. The players seem to enjoy it, even when they've had multiple characters go down -- I haven't explicitly asked, but I've got a couple players who would definitely give feedback if it bothered them. Before doing the zone thing, I'd seriously considered going to a gridless mat that still was set to 1" = 5'. I got very frustrated by the constant chess-move quality of combats where some players would constantly recount their movements around the board and count ranges and areas of effect multiple times before picking a spell to cast. I realize that may be fine by some people, but it bothered me and several players. My thought was that going to a tape-measure would ease that a bit and also get rid of the overly tidy commonality of "the fireball cuts a neat line between the bad guys' line and the PCs". Doing the latter once is kind of cool. Doing it every session starts to erode my suspension of disbelief. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Not using Grid / minis / pawns
Top