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General Tabletop Discussion
*Pathfinder & Starfinder
Streamlining Areal Combat
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<blockquote data-quote="Percivellian" data-source="post: 2067393" data-attributes="member: 27824"><p>I've only ever observed aerial combat between two opponents (two PCs, actually, they couldn't play nice). I can see how the scenario you've described would be a real pain to keep track of. </p><p></p><p>Something you might try would be employing the use of a white-board and eraseable markers, and having two separate 'battle mats' of the same scene drawn on it; one from the usual overhead view, and another "profile" rendering to keep track of altitudes. Having your players indicate what angles they ascend/descend at, along with how far they go makes trig functions easy to use. Also, reference points are good, particularly anything that's stationary. If everyone keeps their relative positions to a stationary object (or even an imaginary point) in mind, it's easier to calculate their distances from each other.</p><p></p><p>A squared + B squared = C squared is your best friend in these situations. Fortunately, my regular group consists of more than one engineer, so spatial calculations are resolved fairly quickly.</p></blockquote><p></p>
[QUOTE="Percivellian, post: 2067393, member: 27824"] I've only ever observed aerial combat between two opponents (two PCs, actually, they couldn't play nice). I can see how the scenario you've described would be a real pain to keep track of. Something you might try would be employing the use of a white-board and eraseable markers, and having two separate 'battle mats' of the same scene drawn on it; one from the usual overhead view, and another "profile" rendering to keep track of altitudes. Having your players indicate what angles they ascend/descend at, along with how far they go makes trig functions easy to use. Also, reference points are good, particularly anything that's stationary. If everyone keeps their relative positions to a stationary object (or even an imaginary point) in mind, it's easier to calculate their distances from each other. A squared + B squared = C squared is your best friend in these situations. Fortunately, my regular group consists of more than one engineer, so spatial calculations are resolved fairly quickly. [/QUOTE]
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Streamlining Areal Combat
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