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Tell Me About Your Experiences with Theater of the Mind 5E
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<blockquote data-quote="Li Shenron" data-source="post: 7503157" data-attributes="member: 1465"><p>I've used TotM frequently between 3.0 and 5e without necessarily simplifying the combat rules. You don't have to really remove any rule if you don't want, the challenge is to keep track of positions without a visual aid, which obviously increases with the number of participants in a fight. </p><p></p><p>The contentious points are always borderline cases, primarily near the end of weapon/spell range and around the edges of an area effect. 5e generous movement rules help, since it's easier to reposition yourself a short distance enough to get within range without losing your actions. </p><p></p><p>I think using TotM is a way to embrace the essential randomness of battle: whether you can catch 3 foes rather than 4 with your fireball depends on many circumstances, so whenever TotM requires a DM's whim, it's not less fair than the DM's whim of choosing to have 3 rather than 4 orcs in such battle. The DM can also roll a die to decide, if it feels better. </p><p></p><p>I've never had problems with TotM really, but in the last years I've found my favourite way in using a gridless map. I like the game to feature something physical (and cute, since I use Lego for minis) but I had enough with the grid which makes the game feel artificial or chess-like (pretty much counter to the supposed realism or simulationism that minis are supposed to add). I like the old-style of measuring distances with a ruler more, it happens only when you really need it by the way, and movement without a grid feels a lot more natural.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7503157, member: 1465"] I've used TotM frequently between 3.0 and 5e without necessarily simplifying the combat rules. You don't have to really remove any rule if you don't want, the challenge is to keep track of positions without a visual aid, which obviously increases with the number of participants in a fight. The contentious points are always borderline cases, primarily near the end of weapon/spell range and around the edges of an area effect. 5e generous movement rules help, since it's easier to reposition yourself a short distance enough to get within range without losing your actions. I think using TotM is a way to embrace the essential randomness of battle: whether you can catch 3 foes rather than 4 with your fireball depends on many circumstances, so whenever TotM requires a DM's whim, it's not less fair than the DM's whim of choosing to have 3 rather than 4 orcs in such battle. The DM can also roll a die to decide, if it feels better. I've never had problems with TotM really, but in the last years I've found my favourite way in using a gridless map. I like the game to feature something physical (and cute, since I use Lego for minis) but I had enough with the grid which makes the game feel artificial or chess-like (pretty much counter to the supposed realism or simulationism that minis are supposed to add). I like the old-style of measuring distances with a ruler more, it happens only when you really need it by the way, and movement without a grid feels a lot more natural. [/QUOTE]
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