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<blockquote data-quote="Tony Vargas" data-source="post: 6653169" data-attributes="member: 996"><p>So, what, exact ranges & distances can and should be calculated in TotM? That seems at odds with everything else you have to say...</p><p></p><p> They each have their uses, but 'opposites?' No. Not remotely. Doing things with or without a set of tools is all. </p><p></p><p></p><p> Much as I like 13A, I have to clarify this for anyone who may be getting the wrong idea. What he's talking about is Mooks. They're a bit like minions in that they're popcorn to crunch through and a bit like swarms in that the share a pool of hps. So when the PC kills several figures of mooks, he's not doing a 20th-level-5e-fighter style move-attack-move-attack-attack-move-attack thing, he's just engaging one mook figure, attacking it, and doing damage - if he does enough damage, two or more mooks can be removed (if he doesn't, he might not even drop the one figure). And, yes there actually is something like an opportunity attack in 13A.</p><p></p><p>And, while 13A handles TotM better than 5e, 5e does handle going back to minis better than 13A. 13A works smoothly enough with minis, but little is gained by using them. In 5e, you can pull out the tactical module, and though you might not gain as much from using minis as when playing 3.x/Pathfinder/4e, but you do gain relative to the default TotM mode.</p><p></p><p></p><p> It's doubly ironic in that there are no big ol' mazes or mapping to be done in EotST. As neatly and evocatively as the 13A 'Living Dungeon' concept captures the over the top craziness of traditional D&D dungeons, it obviates the idea of mapping.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6653169, member: 996"] So, what, exact ranges & distances can and should be calculated in TotM? That seems at odds with everything else you have to say... They each have their uses, but 'opposites?' No. Not remotely. Doing things with or without a set of tools is all. Much as I like 13A, I have to clarify this for anyone who may be getting the wrong idea. What he's talking about is Mooks. They're a bit like minions in that they're popcorn to crunch through and a bit like swarms in that the share a pool of hps. So when the PC kills several figures of mooks, he's not doing a 20th-level-5e-fighter style move-attack-move-attack-attack-move-attack thing, he's just engaging one mook figure, attacking it, and doing damage - if he does enough damage, two or more mooks can be removed (if he doesn't, he might not even drop the one figure). And, yes there actually is something like an opportunity attack in 13A. And, while 13A handles TotM better than 5e, 5e does handle going back to minis better than 13A. 13A works smoothly enough with minis, but little is gained by using them. In 5e, you can pull out the tactical module, and though you might not gain as much from using minis as when playing 3.x/Pathfinder/4e, but you do gain relative to the default TotM mode. It's doubly ironic in that there are no big ol' mazes or mapping to be done in EotST. As neatly and evocatively as the 13A 'Living Dungeon' concept captures the over the top craziness of traditional D&D dungeons, it obviates the idea of mapping. [/QUOTE]
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