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<blockquote data-quote="Janx" data-source="post: 6178074" data-attributes="member: 8835"><p>Our use of battlemat or even just dice or coins as tokens on the open table was more for representational purposes.</p><p></p><p>We all know my PC can move 6 squares per turn, and how far he can hit. So with a battlemat, I could resolve a ton of simple mechanics without DM assistance for "Can I move across the room and still hit the villain?" questions.</p><p></p><p>I don't think we had quibbly questions about being in or out of fireball blast range because as somebody up thread said, folks either tend to be in the thick of it or quite a ways out of it to avoid such blasts.</p><p></p><p>But the battlemat made it quite obvious that such was true by quick glance.</p><p></p><p></p><p>Without a mat, information was usually relayed in distances. The enemy is down the hall, 50 feet away. I can move 30 feet/round, so I know he'll be 20' away at the end of the round.</p><p></p><p>The only conflicts come in when being in two places in a fight scene at once is beneficial (like being on the rear of the dragon, it dies, and wanting to be at the front where a player is secretly removing the Ring of Regeneration it had on its toe).</p><p></p><p>It basically amplified 2 other play problems (players who swipe loot instead of pooling it) and players who HAVE to be in everything, so they munge the imaginary map that things are closer than they were to justify it.</p></blockquote><p></p>
[QUOTE="Janx, post: 6178074, member: 8835"] Our use of battlemat or even just dice or coins as tokens on the open table was more for representational purposes. We all know my PC can move 6 squares per turn, and how far he can hit. So with a battlemat, I could resolve a ton of simple mechanics without DM assistance for "Can I move across the room and still hit the villain?" questions. I don't think we had quibbly questions about being in or out of fireball blast range because as somebody up thread said, folks either tend to be in the thick of it or quite a ways out of it to avoid such blasts. But the battlemat made it quite obvious that such was true by quick glance. Without a mat, information was usually relayed in distances. The enemy is down the hall, 50 feet away. I can move 30 feet/round, so I know he'll be 20' away at the end of the round. The only conflicts come in when being in two places in a fight scene at once is beneficial (like being on the rear of the dragon, it dies, and wanting to be at the front where a player is secretly removing the Ring of Regeneration it had on its toe). It basically amplified 2 other play problems (players who swipe loot instead of pooling it) and players who HAVE to be in everything, so they munge the imaginary map that things are closer than they were to justify it. [/QUOTE]
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