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General Tabletop Discussion
*TTRPGs General
Tactical D&D, macro to micro. How do you handle it?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2855565" data-attributes="member: 20805"><p>I have to say that DnD is a game of close combat. Very rarely do you have encounters/skirmishes outside of a longbow's first range increment. When you do, then the Longbowman really shines and all the other characters get bored <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><p></p><p>{Had a game where the DM was silly enough to let us ambush from 450 feet away on an open plain. The three archers took out all 7 of the enemy before they got to melee range or out of longbow range <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> }</p><p></p><p>One thing that can help you is to expand the grid to long range encounters. Turning the 5' square into a 50' square lets you manuever tactically {humanoids move 1 square, horses move 2, ranged attacks are possible}</p><p>Once the group closes to within 100', simply expand the grid out by a factor of ten, changing the map to one with more detail and moving the approaching group back...kindof a 'zoom in' effect.</p><p></p><p>Mapping the wilderness is always interesting. Using 50' grids you really only need to have major terrain types and major objects identified. One major issue you will end up with is LOS issues. You could set a percentage chance for obstruction based on the terrain type, fx Light Forest could have a 20% chance of blocking LOS per square, Heavy forest could have a 40% chance... etc.</p><p></p><p>Another thing to do is approach the wilderness/outskirt area as a dungeon..and flesh it out as such. The only difference is that the hallways are invisible...</p><p>In the above scenario you could have a string of 'rooms', each containing a challenge, be it a trap, negotiating terrain, or skirting/killing a patrol. You would only need close in maps for each 'room', and for the most part they could be re-usable. Simply turn the map 90 degrees for the next room <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><p>Grab a box of Squad Leader, they have interconnecting maps that can be rotated and layed end to end. {I am sure there is a non-hex solution similar to this somewhere.. can anyone provide a link?}</p><p></p><p>While you are grabbing, get a copy of Wildscape. It details various terrain type and challenges in both macro and mico scale.</p><p></p><p>Regarding close in combat, one thing I have found that helps the ranger/rogue out a bit is one of my HR class abilities. Rangers gain the ability at 1st level to ignore one step of difficult terrain that is due to vegitation. Rogues gain the ability at 1st level to ignore one step of difficult terrain due to unsure footing {scree, uneven floor, etc}.</p><p>{both abilities are limited to light or no armor and light encumbrance}</p><p>This makes them more mobile..and allows for combat options like a Charge..in situations where the tanks are limited in movement.</p><p></p><p></p><p>Running a wilderness adventure appears to be much harder than a 'normal' dungeon, mainly because of the apparent freedom of the PC's. In reality it takes just as much preparation and a bit more on-the-fly adjustment. Doing it right gives the Rangers a chance to really shine.</p><p>A note however, you mentioned your game is more of a wargame-y style... wilderness adventures tend to be more skill-based style. The two styles are not incompatable, but if your group is used to the charge in and get flooded by bad guys...they may not appreciate the sudden need to roll a Survival check or learning that a simple log between them and the archer cost 5' of movement to cross...</p><p></p><p>Tonguez mentioned something that I would like to add onto. The PC's will rely on stealth more if they know that crashing the front gate will bring more than they can handle. Having a large war-party within range of the mill, perhaps in a base camp a couple of 100 feet to the side, would get the party to go the stealth route. If they think the bad guys will be CR-equivilent, then there is no reason to be stealthy. Not having a custom made bolt hole would encourage the group to cooperate and come up with a plan... which is where the on-the-fly part comes in. Personally I would assualt the mill by floating down the river instead of trying to walk in <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="Primitive Screwhead, post: 2855565, member: 20805"] I have to say that DnD is a game of close combat. Very rarely do you have encounters/skirmishes outside of a longbow's first range increment. When you do, then the Longbowman really shines and all the other characters get bored :) {Had a game where the DM was silly enough to let us ambush from 450 feet away on an open plain. The three archers took out all 7 of the enemy before they got to melee range or out of longbow range :] } One thing that can help you is to expand the grid to long range encounters. Turning the 5' square into a 50' square lets you manuever tactically {humanoids move 1 square, horses move 2, ranged attacks are possible} Once the group closes to within 100', simply expand the grid out by a factor of ten, changing the map to one with more detail and moving the approaching group back...kindof a 'zoom in' effect. Mapping the wilderness is always interesting. Using 50' grids you really only need to have major terrain types and major objects identified. One major issue you will end up with is LOS issues. You could set a percentage chance for obstruction based on the terrain type, fx Light Forest could have a 20% chance of blocking LOS per square, Heavy forest could have a 40% chance... etc. Another thing to do is approach the wilderness/outskirt area as a dungeon..and flesh it out as such. The only difference is that the hallways are invisible... In the above scenario you could have a string of 'rooms', each containing a challenge, be it a trap, negotiating terrain, or skirting/killing a patrol. You would only need close in maps for each 'room', and for the most part they could be re-usable. Simply turn the map 90 degrees for the next room :) Grab a box of Squad Leader, they have interconnecting maps that can be rotated and layed end to end. {I am sure there is a non-hex solution similar to this somewhere.. can anyone provide a link?} While you are grabbing, get a copy of Wildscape. It details various terrain type and challenges in both macro and mico scale. Regarding close in combat, one thing I have found that helps the ranger/rogue out a bit is one of my HR class abilities. Rangers gain the ability at 1st level to ignore one step of difficult terrain that is due to vegitation. Rogues gain the ability at 1st level to ignore one step of difficult terrain due to unsure footing {scree, uneven floor, etc}. {both abilities are limited to light or no armor and light encumbrance} This makes them more mobile..and allows for combat options like a Charge..in situations where the tanks are limited in movement. Running a wilderness adventure appears to be much harder than a 'normal' dungeon, mainly because of the apparent freedom of the PC's. In reality it takes just as much preparation and a bit more on-the-fly adjustment. Doing it right gives the Rangers a chance to really shine. A note however, you mentioned your game is more of a wargame-y style... wilderness adventures tend to be more skill-based style. The two styles are not incompatable, but if your group is used to the charge in and get flooded by bad guys...they may not appreciate the sudden need to roll a Survival check or learning that a simple log between them and the archer cost 5' of movement to cross... Tonguez mentioned something that I would like to add onto. The PC's will rely on stealth more if they know that crashing the front gate will bring more than they can handle. Having a large war-party within range of the mill, perhaps in a base camp a couple of 100 feet to the side, would get the party to go the stealth route. If they think the bad guys will be CR-equivilent, then there is no reason to be stealthy. Not having a custom made bolt hole would encourage the group to cooperate and come up with a plan... which is where the on-the-fly part comes in. Personally I would assualt the mill by floating down the river instead of trying to walk in :) [/QUOTE]
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