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Tell Me About Your Experiences with Theater of the Mind 5E
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<blockquote data-quote="5ekyu" data-source="post: 7503451" data-attributes="member: 6919838"><p>Well, AO are not as rare in combats in my games as you seem to describe them. The easy ones of "i leave your reach after starting in it" they are easy but at times its also a case of rushing past someone to get to someone else. </p><p></p><p>Again to me this comes back to choices... make it clear when someone moves into a given position that they are cutting themselves off from the shaman or putting the other melee in between them and the shaman or they are moving in between... basically let each change of position be one where *if you see it as an issue** you give them choices. </p><p></p><p>if you let the three battles move into place without telling anyone "are you willing to move in between..." or something like that, then its a clear shot. </p><p></p><p>Make complications a choice or a defined thing *before* the moment comes up. To me that at the heart of TotM - no surprise "oh but you last move now prevents..." that would lead to "but i would not have done it..." issues.</p><p></p><p>For flanking, my rule was if two of you get on someone and stay there, once both of you have started a turn with both of you there (IE both had a chance to adjust and position) you get flanking. That replaces the problems of actually getting in there the first turn with and keeping it with a delay to position.</p><p></p><p>The trap IMO is to play an abstract scene with abstract guesstimate positions and suddenly drop into non-abstract specifics that depend on positions to the specific facing etc.</p><p></p><p>That way lies "disgruntled" players.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7503451, member: 6919838"] Well, AO are not as rare in combats in my games as you seem to describe them. The easy ones of "i leave your reach after starting in it" they are easy but at times its also a case of rushing past someone to get to someone else. Again to me this comes back to choices... make it clear when someone moves into a given position that they are cutting themselves off from the shaman or putting the other melee in between them and the shaman or they are moving in between... basically let each change of position be one where *if you see it as an issue** you give them choices. if you let the three battles move into place without telling anyone "are you willing to move in between..." or something like that, then its a clear shot. Make complications a choice or a defined thing *before* the moment comes up. To me that at the heart of TotM - no surprise "oh but you last move now prevents..." that would lead to "but i would not have done it..." issues. For flanking, my rule was if two of you get on someone and stay there, once both of you have started a turn with both of you there (IE both had a chance to adjust and position) you get flanking. That replaces the problems of actually getting in there the first turn with and keeping it with a delay to position. The trap IMO is to play an abstract scene with abstract guesstimate positions and suddenly drop into non-abstract specifics that depend on positions to the specific facing etc. That way lies "disgruntled" players. [/QUOTE]
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