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Tell Me About Your Experiences with Theater of the Mind 5E
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<blockquote data-quote="Blue" data-source="post: 7503420" data-attributes="member: 20564"><p>The do not have any optional rules for areas of effect, nor any of the assorted supported miscellany such as precise movement speeds, or weapon ranges besides "nearby" and "far".</p><p></p><p>But you can get a magic missile like spell targetting "one nearby or far away enemy" (with increases in targets but no need for grouping), or burning hands targetting "up to two nearby enemies in a group". The "...in a group" is seems to address what you are talking about. (Or the related "one or more enemies engaged with you").</p><p></p><p>If you are looking for highly tactical crunchy combat, 13th Age isn't your game. It specializes in fast moving, anti-grind*, epic action** combat.</p><p></p><p>* Anti-grind - the game mathematically starts players in a bit of a hole, but after the first round end it introduces the Escalation Die, which climbs each round until it's 6. PCs (and some types of foes, like dragons), add this to their attack rolls. (Saves are attacks vs. alternate defenses, like in 4e).</p><p></p><p>** Epic Action - there are a lot of features to give PCs actions beyond just the dice. For example a rogue might have a talent that allows a Swashbuckling move once per combat - which is a guaranteed successful cool move, like swinging on chandeliers or whatever. Attacks aren't guarenteed. A ranger could have a terrain stunt where they get somethign special and extra out of the terrain int he same way. Wizards can take a talent to let them customize their spells in non-numeric ways each time, etc.</p></blockquote><p></p>
[QUOTE="Blue, post: 7503420, member: 20564"] The do not have any optional rules for areas of effect, nor any of the assorted supported miscellany such as precise movement speeds, or weapon ranges besides "nearby" and "far". But you can get a magic missile like spell targetting "one nearby or far away enemy" (with increases in targets but no need for grouping), or burning hands targetting "up to two nearby enemies in a group". The "...in a group" is seems to address what you are talking about. (Or the related "one or more enemies engaged with you"). If you are looking for highly tactical crunchy combat, 13th Age isn't your game. It specializes in fast moving, anti-grind*, epic action** combat. * Anti-grind - the game mathematically starts players in a bit of a hole, but after the first round end it introduces the Escalation Die, which climbs each round until it's 6. PCs (and some types of foes, like dragons), add this to their attack rolls. (Saves are attacks vs. alternate defenses, like in 4e). ** Epic Action - there are a lot of features to give PCs actions beyond just the dice. For example a rogue might have a talent that allows a Swashbuckling move once per combat - which is a guaranteed successful cool move, like swinging on chandeliers or whatever. Attacks aren't guarenteed. A ranger could have a terrain stunt where they get somethign special and extra out of the terrain int he same way. Wizards can take a talent to let them customize their spells in non-numeric ways each time, etc. [/QUOTE]
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