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On using minis in D&D - approach of AD&D1 vs. D&D3
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<blockquote data-quote="Philotomy Jurament" data-source="post: 3758098" data-attributes="member: 20854"><p>While I agree that minis are optional in all the editions (even 3E), I think some versions work better with minis and some without. Here's my view:</p><p></p><p>OD&D: A development of miniatures rules. Very close relationship, both because of terminolgy and because the tactical rules assume the use of <em>Chainmail</em>, by default (although <em>Chainmail</em> is not an absolute requirement). Minis a natural fit, but not absolutely necessary (largely depends on how the referee runs combat, which is not explicitly defined by the rules).</p><p></p><p>AD&D: A development of OD&D. Adds explicit movement-in-combat and engagement rules that facilitate play <strong>without</strong> minis (and, if run as written, makes the use of minis for precise tactical positioning difficult). Retains some terminology and artifacts from OD&D and <em>Chainmail</em>. Works exceptionally well without minis. Minis can still be used, in an abstract fashion, or can be used more precisely with some minor house ruling of the RAW.</p><p></p><p>Classic D&D (B/X, BECM, etc): A separate development of OD&D (parallel with AD&D). Drops some of the mini/wargame-specific terminology and artifacts. Uses yet another system for handling movement-in-combat (10 sec. round instead of 1 min round, different movement rate, etc). Works very well with minis; they're helpful. Works good without minis, too.</p><p></p><p>3E: Mini use assumed and integrated into the design of the system. Works very well with minis; they're very helpful. Works okay without them, too.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 3758098, member: 20854"] While I agree that minis are optional in all the editions (even 3E), I think some versions work better with minis and some without. Here's my view: OD&D: A development of miniatures rules. Very close relationship, both because of terminolgy and because the tactical rules assume the use of [i]Chainmail[/i], by default (although [i]Chainmail[/i] is not an absolute requirement). Minis a natural fit, but not absolutely necessary (largely depends on how the referee runs combat, which is not explicitly defined by the rules). AD&D: A development of OD&D. Adds explicit movement-in-combat and engagement rules that facilitate play [b]without[/b] minis (and, if run as written, makes the use of minis for precise tactical positioning difficult). Retains some terminology and artifacts from OD&D and [i]Chainmail[/i]. Works exceptionally well without minis. Minis can still be used, in an abstract fashion, or can be used more precisely with some minor house ruling of the RAW. Classic D&D (B/X, BECM, etc): A separate development of OD&D (parallel with AD&D). Drops some of the mini/wargame-specific terminology and artifacts. Uses yet another system for handling movement-in-combat (10 sec. round instead of 1 min round, different movement rate, etc). Works very well with minis; they're helpful. Works good without minis, too. 3E: Mini use assumed and integrated into the design of the system. Works very well with minis; they're very helpful. Works okay without them, too. [/QUOTE]
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