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<blockquote data-quote="GameWyrd" data-source="post: 549969" data-attributes="member: 1103"><p>I agree. The biggest role of the DM is to give the players the sort of game that they want.</p><p></p><p>I've found counters and floor plans are great when there are more than three or four players. The counters and floor plans are even more handy when there are more foes than heroes. </p><p></p><p>I've found that rather than adding to the crunchy hack'n'slash feel to a game that counters and floor plans can be used to avoid it. The counters really do make it easy to see where everything's coming from and all the players really need to know is that they can move 6 squares (in most cases). I've also found that counters and floor plans make the fight trickier. The DM never forgets that one of the monsters is hanging around and doing nothing and it's easier to spot that player who's strayed too far out on the flank and is running the risk of being cut off. </p><p></p><p>The draw back seems to be that combat can be less reactive with the enviroment. Sure, characters hide behind pillars - but only because pillars tend to be on every other floor plan. You see much less of the rogue leaping on the table to get a crossbow shot off or the mage knocking the bookshelf over as a distraction unless there are table and bookshelf tokens in use.</p><p></p><p>There; finished at 00:02 so that means happy crimbo to crimbo counters! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="GameWyrd, post: 549969, member: 1103"] I agree. The biggest role of the DM is to give the players the sort of game that they want. I've found counters and floor plans are great when there are more than three or four players. The counters and floor plans are even more handy when there are more foes than heroes. I've found that rather than adding to the crunchy hack'n'slash feel to a game that counters and floor plans can be used to avoid it. The counters really do make it easy to see where everything's coming from and all the players really need to know is that they can move 6 squares (in most cases). I've also found that counters and floor plans make the fight trickier. The DM never forgets that one of the monsters is hanging around and doing nothing and it's easier to spot that player who's strayed too far out on the flank and is running the risk of being cut off. The draw back seems to be that combat can be less reactive with the enviroment. Sure, characters hide behind pillars - but only because pillars tend to be on every other floor plan. You see much less of the rogue leaping on the table to get a crossbow shot off or the mage knocking the bookshelf over as a distraction unless there are table and bookshelf tokens in use. There; finished at 00:02 so that means happy crimbo to crimbo counters! :) [/QUOTE]
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