MoutonRustique
Explorer
I should expand, in my games no ones turn is really over until the round is over. You turn represent the proactive actions you take in the round, but you can still react to the occurrences on anothers turn in a limited fashion. Heres and example from a couple sessions ago in the Starter Set. The rouge was hit by a wolf and tripped. Then a second wolf came in to attack him while he was down. While it was still the second wolf's turn he described himself as scurrying backwards and kicking at the wolves to keep them at bay. I rolled the attack, the second wolf missed. So I describe both wolves chasing after the rouge nipping at his heels as scurried back. This changed the positions of both the wolves and the rogue.
I would argue that this is not a feature of gridless combat - this is a feature of breaking the written rules to fit narrative. Something that can be awesome! And quite possible with a grid. For yourself, I believe, you find the grid to be /too much reality/ to allow yourself the narrative you want.
Saying that is a feature of gridless combat is akin to saying that /having/ to roll random treasure (as opposed to choosing it) is a feature of having random loot tables - it's simply the guidelines feeling, to yourself (again, IMO), to /strong/ to not use.
It is the ~unclear~ that you want. However, not all gridless combat is so. Should you happen to play with people with excellent and practiced spatial skills, gridless can be as precise as with grid - in a similar manner in which chess masters can play multiple games w/o even looking at the board (which I always find amazing!)
I don't know why I'm being so pendantic about this... I guess the level of word misuse on the boards lately has chipped away at my calm... So much princess bride going around...
