Things I hate

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I'll use a grid or not, depending on the situation.

- One of my groups I have *seven* players. Add to that various animal companions, familiars, cohorts, and hangers on, and there's a veritable small army moving about. And of course to challenge a group this size I need a good number of foes. Between 12 and 25 on my side of the table isn't at all uncommon. With this many people running around, I'll use the grid as this will take less time than keeping track of who put what where.

- If however I only have 3-5 players, I'll feel the need for the grid a lot less often. In that case not using one would be faster, and there's a smaller set of data for the DM to keep in his mind.

- Also, how tough should the battle be? If its just a couple scrub guards they'll bowl over in a round or two, no need to bring minis into it. If its going to be an important, drawn out fight then some representation should be in order.

Oh, and I don't find that it substantially changes the feel to use them or not. As for people agonizing on exactly how to move their character or place their fireball I find that barking 'Hey, this is D&D, not chess. Just tell me where you are moving to.' works wonders :).
 

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BryonD said:
jdavis,

I think we are at a point of going round and round.

You insist you are not attacking my side. I go back and re-read the prior post and fail to see how I can see your comments as anything other than an attack on my side.

You deny saying that a grid hurts imagination, but you continue to use either/or language.







Each of these quotes imply that there is a trade-off required.

Not true.



Again, you misrepresent using a grid. Who worries about being 100% precise? A grid is simply a tool that can be used as needed. That tool adds to the value of the game. It sounds like an attack when you associate my desire to have that tool available with getting hung up on 100% precision. Or you compare my game play style to calculus, while yours is a fantasy novel. Obviously missing the point, and not by just a small amount.

Lastly, I think we have different definition of "tactics".

This is another either/or comment that really makes no sense.

Anyway, I get the idea that maybe you don't really mean all the words you are typing. I think when you protest against my saying you are attacking you are telling the truth. But then when you are making a case defending your own position, you get attached to your case and overstate your intent, and end up saying things that certainly sound like an attack.

This is probably just as true of me.

I think the problem here is you are taking my statements in a attack on grid use, they are not. I was making a observation about imagination and good DM qualities and the fact that whether you use the grid or not is inconsiquential to what makes a good game. I am pointing out that DMs need good descriptive skills and storytelling skills whether you use a grid or not. The communication skill is key to the game, the grid is just a tool. Two of those three quotes had nothing to do with the grid argument, they are just statements that people need to get thier heads out of the rule books and learn to interact with each other better, it's not the rules that make a game good it's the player interaction. I didn't make it clear enough that those observations had nothing to do with grid use, they are observations on the rules in general. I don't believe either side is any better than the other I believe they are equal in every way, I believe the game is the exact same with or without the grid, it all comes down to what the players are comfortable with.

I keep hearing stuff about not using the grid lessens tactical aspects of the game or that it is using house rules and is not the officail way to play the game, or how we are causing confusion and wasting time by not using the grid, those are the points I am fighting against here. I loose nothing by not using a grid, my game looses nothing, we are not using house rules and we are not skipping rules at all by not using the grid. My game runs the same way as anybody elses, grid use changes very little. When we used the grid it became a distraction from the game. Should we force ourselves to play the game in a way we don't like just so we can be 100% rules compatable instead of 98% rules compatable? My point is that the grid vs no grid argument as a whole is silly, the actual thought that the grid is more important to the game than the ability to entertain the players is insane. The cart is in front of the horse, the grid is a tool that helps many people determine distance, that's it, the game is exactly the same whether the grid is used or not, the only thing that changes is how you determine distance and spacing. If it works for you then that's great but if it doesn't work in your group then why should you use it. You don't need the grid to play the game, you do need to describe things. I am not trying to misrepresent the grid in my arguments I am trying to point out that grid use in the game does not change the game in any meaningful way. I don't care if you use a grid or not you should use what ever tools you like to make your game better but D&D is the same D&D whether there is a grid on the table or not.

As far as the Fantasy author vs the math teacher thing I think the point was missed entirely there. That had nothing to do with grid use limiting ability at all, it had to do with the assumption that the measurement was more important than the content (or even equally important to for that matter). Fantasy authors are accurate in their descriptions but they are also interesting in them, how many people close their eyes in math class and imagine they are the numbers working their way through the problem? This is a fantasy game not a number crunching exercise, whether you have a grid in front of you or not you must be able to keep the game interesting, grid use does not affect the need for a good description you need it with or without the grid.

The grid should not be the focus of the game. I am not on either side of the debate I am calling the debate silly. You play the game the way it is the most fun for your group, that is the only thing that matters, this is entertainment. If the grid adds to your game use it if it doesn't then don't use it but rest assured that you are both still playing exactly the same game, there is no fundamental difference. There is no intentional implication on my part that the grid damages the game, or that people who use a grid lack creativity, I don't believe that the grid affects a persons creativity or imagintation at all. I just don't thing the darn thing is a important part of the game, and I don't think that not using the grid lessens the tactical part of the game in any way. Good players have good games bad players have bad games, grid use is a non-issue as to whether the game is good or bad.

If I try to explain my opinion any more then I will get sick of it myself, I have written paragraph after paragraph to try to get my point across if this doesn't do it then I give up.
 

Here is why I am not "getting" your point.
jdavis said:
I believe the game is the exact same with or without the grid, it all comes down to what the players are comfortable with.

I keep hearing stuff about not using the grid lessens tactical aspects of the game or that it is using house rules and is not the officail way to play the game, or how we are causing confusion and wasting time by not using the grid, those are the points I am fighting against here. I loose nothing by not using a grid, my game looses nothing, we are not using house rules and we are not skipping rules at all by not using the grid. My game runs the same way as anybody elses, grid use changes very little.

The cart is in front of the horse, the grid is a tool that helps many people determine distance, that's it, the game is exactly the same whether the grid is used or not, the only thing that changes is how you determine distance and spacing.
If you really believe these things to be wholly true you are either fooling yourself or unaware of what you are missing. You are taking out a significant section of the combat rules. It is impossible to maintain the full value of the tactical aspect of the game if the scaling becomes a subjective matter maintained individually by each person playing in accordance with their own individual imagination. The most brilliant and benevolent DM in the world can not maintain an objective track of whether every combatant is within range of charging every possible other and has a clear line in which to charge. When AoOs occur. Who has a chance to cleave or great cleave. Just saying, "I move into range to charge next turn." "Oh, OK" or "Sorry you can't" may be every bit as fun as using an objective scale, but it is not the same tactically.

The combat section of 3E IS a mini wargame.

And just to go into broken record mode for a moment, I'll say again that I don't think reducing the focus on any of these things makes the game even slightly less fun and I can completely understand how pointing the PH default level of focus on the could actually reduce the fun for some people. But if I say, "OK, fine, you like a less tactically strict game.", I can't see why you start protesting.

As far as the Fantasy author vs the math teacher thing I think the point was missed entirely there. That had nothing to do with grid use limiting ability at all, it had to do with the assumption that the measurement was more important than the content (or even equally important to for that matter). Fantasy authors are accurate in their descriptions but they are also interesting in them, how many people close their eyes in math class and imagine they are the numbers working their way through the problem? This is a fantasy game not a number crunching exercise, whether you have a grid in front of you or not you must be able to keep the game interesting, grid use does not affect the need for a good description you need it with or without the grid.

Your use of the term "number crunching exercise" tells me that you do not understand what you have left out.

I am an engineer and I crunch numbers a lot. Sometimes I even enjoy it.

I use a grid and I have never done anything anywhere near number cruching during tactical combat. It almost like you are saying you don't like watching TV because the water is to cold. I'd reply "What water?" Well, my reply here is, "What number crunching?" How can there be to much when there isn't any?

So, bottom line, I think you had a bad exerience or two with someone using a grid and now you have a flawed view of what that really means.

Heck, go back to the Monte column that YOU, brought up as evidence. His conclusion, it doesn't hurt anything, but you do have to give up some of the tactical rules. Which is exactly what I have been saying.
 
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maddman75 said:
I'll use a grid or not, depending on the situation.

- One of my groups I have *seven* players. Add to that various animal companions, familiars, cohorts, and hangers on, and there's a veritable small army moving about. And of course to challenge a group this size I need a good number of foes. Between 12 and 25 on my side of the table isn't at all uncommon. With this many people running around, I'll use the grid as this will take less time than keeping track of who put what where.

- If however I only have 3-5 players, I'll feel the need for the grid a lot less often. In that case not using one would be faster, and there's a smaller set of data for the DM to keep in his mind.

- Also, how tough should the battle be? If its just a couple scrub guards they'll bowl over in a round or two, no need to bring minis into it. If its going to be an important, drawn out fight then some representation should be in order.

Oh, and I don't find that it substantially changes the feel to use them or not. As for people agonizing on exactly how to move their character or place their fireball I find that barking 'Hey, this is D&D, not chess. Just tell me where you are moving to.' works wonders :).

This all sounds a lot like my game.
 

Re: Re: Re: imagination

Kahuna Burger said:


Well, it's not trying to be anything, its an inanimate object, ya? and if YOU are trying to make it a representation of your elven wizard, YOU are being foolish. The rest of us are using our minitures, dice, scraps of paper and (cool idea I picked up at my last con) scrabble peices to represent the location and movements of our characters. Most people like to pick out something vaguely representative so we aren't constantly asking "who's that", but no one snaps the sword off their mini when their fighter is disarmed...

Kahuna Burger

Exactly.

In the post above, I was arguing that miniatures are beneficial only for tactical movement, not for suspension of disbelief. Many people argue that the miniatures do help the suspension of disbelief; this seems ridiculous to me.
 

BryonD said:
Here is why I am not "getting" your point.



If you really believe these things to be wholly true you are either fooling yourself or unaware of what you are missing. You are taking out a significant section of the combat rules. It is impossible to maintain the full value of the tactical aspect of the game if the scaling becomes a subjective matter maintained individually by each person playing in accordance with their own individual imagination. The most brilliant and benevolent DM in the world can not maintain an objective track of whether every combatant is within range of charging every possible other and has a clear line in which to charge. When AoOs occur. Who has a chance to cleave or great cleave. Just saying, "I move into range to charge next turn." "Oh, OK" or "Sorry you can't" may be every bit as fun as using an objective scale, but it is not the same tactically.

The combat section of 3E IS a mini wargame.

And just to go into broken record mode for a moment, I'll say again that I don't think reducing the focus on any of these things makes the game even slightly less fun and I can completely understand how pointing the PH default level of focus on the could actually reduce the fun for some people. But if I say, "OK, fine, you like a less tactically strict game.", I can't see why you start protesting.

Our game doesn't lose anything in the area of tactics, we don't skip or change rules, I freely admit that we use maps and diagrams. We just don't use the grid or the minatures. Why is it such a far reach that we can deal with the distance problem with out having a grid, or that we can figure out the radius of a fireball without the grid. It's already been stated that the grid is just a estimation, that it isn't exact either so why is it such a stretch that we can game without having a grid in front of us. We have no problem with distance or attacks of opportunity or cleave, we maintain a very objective view of what is going on whether we have a map or not. The last game we played had three different charge attacks in it that went off without a problem, we had a running battle with a invisible stalker that carried over onto three different levels of a tomb, there was sprinting and charging and area attacks, there was flanking and attacks of opportunity, there was a attempted grapple lots of bow fire and I could go on and on, for all of this we used the rules in the book.

Players handbook Pg. 116 diagram of example of combat, no grid on the map. Pg. 122 Threatened area and flanking, no grid; pg 123 Ranged weapon attacks, no grid;Pg 138 grenade like weapons, no grid; pg 149 spell area, no grid; Pg 181 burning hands, no grid; pg 185 color spray, no grid; pg 204 Fireball, no grid. Finally pg 227 Meteor swarm patters ther is a grid but the overlays on the grid are round and don't actually conform to the grid spaces. Page 117 Minatures: "When you use minatures to keep track of where characters and monsters are, use a scale of 1 inch = 5 feet." No mention of a grid there, just a scale from inches to feet. Pg 126 Minatures: "use minatures to show the relative positions of the combatants. It's a lot faster to place a minature where you want your character to be than to explain (and remember) where your character is relative to everyone else." Well that sort of sounds like your point but where is the mention of a grid? it says "relative position" well by that I could just put pennies on a table that are roughly where everybody would be standing. Oh wait here it is Pg 130 "The Dungeon Masters guide has guidelines for using a tabletop grid to regulate movement, position, and related issues." The grid is so important to the combat rules in the Players handbook that they didn't even include them in the book? I mean if these rules must use a grid to be right so why do they only mention it once by saying to check another book for that. I tell you what you find one rule in the Players handbook that states that a grid must be used with this rule or it will not work and I will agree with what you are saying. Just one rule that says you must use the grid for this, there is no other way to use this rule but with a grid.

Dungeon Masters Guide: "While this is a game of imagination, props and visual aids can help everyone imagine the same thing, avoid confusion, and enhance the entire game play experience. IF you use minatures or counters as described in Chapter 1: Dungeon Mastering, use the following guidelines to assist tactical-level play." Lot of cans and ifs in there but no must or only. Heck it even gives a scale for using the minatures without the grid in the DMG too. I agree with what is said in the books about the grid I am not arguing that it can't help people in these situations I am just arguing against the statement that you can't play the game without the grid unless you change or ignore the rules of combat. We use the rules in the Players handbook as they are written, exactly as they are written.

Yes it does seem that there is a definate slant towards using minatures in the books, but up until I started looking a few minutes ago I thougth it was much greater myself, minatures are rarely mentioned and the grid gets 3 pages in the DMG, that's it. I really think you think we are just sitting around a table saying "I hit the Orc" without any idea what things look like. I have said it in every post so far and I'll say it again, In large battle situations we will use a rough drawn map or a scratch sheet of paper. In Important battles we do use a visual aid, we just don't use a measuring aid. Heck sometimes if it's a really convoluted fight we will put our initials on the map where our characters are standing. Why is it so hard for you to believe that we can figure out distance good enough just by eyeballing a map to make the rules work? Why is it so hard to believe that the DM can keep track of who is standing where when 4 characters fight one dragon in a cave, in his head; or that we can get though a encounter that last three rounds of combat without measuring out every single move we make on a grid.


Your use of the term "number crunching exercise" tells me that you do not understand what you have left out.

Actually where you got that quote from was where I was talking about descriptions not the grid. That statement was not about the grid argument. Maybe I shouldn't of used that term but what I meant to say in the simplist way I can think of is this: "Keeping the game interesting for the players is more important than keeping the game in precise scale."

I am an engineer and I crunch numbers a lot. Sometimes I even enjoy it.

I am a industrial hygienist and a safety engineer, My Dad is a welding engineer, my uncle is an engineer and my Mom's has dated a engineer for 20 years. My Grandfather holds a patent on a design for a nuclear car engine that he got in his spare time just for something to do after he retired. My grandmother was a secretary in Oak Ridge for one of the scientist who worked on the Manhatten project during World War 2. What does all this have to do with grids in a game or how you describe the contents of a dungeon to your players?

I use a grid and I have never done anything anywhere near number cruching during tactical combat. It almost like you are saying you don't like watching TV because the water is to cold. I'd reply "What water?" Well, my reply here is, "What number crunching?" How can there be to much when there isn't any?

I apologise for using the term number crunching, but your attack on that one little term instead of the actual meaning I was trying to get across means one of two things; you didn't get what I was saying or you are just nit-picking on one term in a paragraph. I don't care if you number crunch or not during tactical combat, that had nothing at all to do with what I was trying (and obviously failing) to say, I never said or even implied that you have to number crunch during tactical combat I said that D&D "is not a number crunching exercise." You keep dragging my statements into a anti grid stance or into a negative attack on how you game, they are not. I am just stating that content is what is important, tactical situations are a small part of the game, that is unless you are only gaming for the fights and care little or nothing for the story of why you are fighting or how you got there to start with. It is not a part of the pro/con arguement it is a statement explaining why I think the whole argument is way overblown and basically unimportant.

So, bottom line, I think you had a bad exerience or two with someone using a grid and now you have a flawed view of what that really means.

I love Battletech, used to play quite a bit in college, I would kill for somebody to game Mekton with me, I thoroughly enjoy tactical games such as Axis and Allies(in ten years I've never been beaten) and Supremacy, I never tried Chainmail and I never got to play Warhammer as my friend who played it moved away before I could try it. Some of my friends want to try Heroclix (same friends that disliked the grid in D&D). I love computer games that are tactical like Panzer General and will play a good strategy game for days or weeks even. I am in no way against tactical games or games that use a grid. It has nothing to do with not liking that style of game.

When we used the grid it took away from the players immersion into their characters, they started to play out moves in a way that had little to do with how their characters would think and gave them a view their characters would not have, not to mention it allowed them to sit and study a situation that in the game would only last 6 seconds. It just became a distraction. Yes maybe we could of given it more of a chance and maybe if we had gamed with it for months we could of gotten used to it, but we figured why bother we know what we are doing without it, not to mention we normally play in a living room while sitting on couches and recliners, a huge grid map does not work well in that enviroment, a scribbled map on a clipboard that we can pass around the room works just fine. Our "bad" experience had nothing to do with not liking a tactical game, it was all about it changing the way we got into our characters during combat (most of my group do {or did} theater, they really get into their characters.) The grid became a distraction from the game instead of a helpful tool. It did not change the way our game went nor did it change the way we used the rules, it was just a distraction to the role playing aspect of our game.

Heck, go back to the Monte column that YOU, brought up as evidence. His conclusion, it doesn't hurt anything, but you do have to give up some of the tactical rules. Which is exactly what I have been saying.

Yes and I am saying that you don't need the grid and the minatures to use every rule in the book as they are written. I am not saying you can play the whole game with everybody making up combat in their head, I am saying that a rough map on a sheet of notebook paper and some common sense will work just as well and that most combat is either so quick or so easy you don't even need that. Everybody seems to be combining the grid with the map and that has nothing at all to do with what I am saying. There is nothing wrong with a rough map or a diagram to insure there is no confusion but I can estimate the difference between five feet and ten feet on a rough sketch on old notebook paper close enough without having to have a grid to measure it, and if combat is only going to last 2 or 3 rounds or we are fighting one huge creature in a cave then who cares if you are 7 feet away or 9 feet away when you charge I can do it in my head and not loose anything from the game.
 
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I'm sorry, but I'm losing interest in replying to the terms you use only to have you turn around and say that those terms don't mean what you meant and that it is my fault for thinking that the words you do use mean something.

You insist you aren't attacking grids, then you turn around and attack grids again, just using slightly different terms that you will deny the next time.

I'll just say that even your final examples prove to me that you reduce the tactical detail of combat in your games compared to mine.

Your apple may taste just as good as my orange. But don't try to tell me they taste the same.
 
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Let's see... Gaming pet peeves...

As a DM, I put a lot of work into adventures and their settings and into preparing the game for the players. It truly bothers me when players cannot be bothered to spend even the smallest amount of time developing their character.

As a player, spend a lot of time fleshing out my character's background personality and talents, both statistically and role-playing-wise. I can't stand it when a DM purposfully hobbles my character by ignoring my background or history or by consiously avoiding every situation in which I can use my character's abilities to their utmost effect.

There other small things that bother me, but they've already been said, and one way or another, I can deal with them.

Concerning one inch square grids...

I recently bought myself an enourmous reversable (squares on one side, hexes on the other) battle mat. It's always on the table when we play.

Sometimes, we use it to assist with area descriptions... Drawing a diagram on a battle mat is a quick and easy way to show the basic dimensions of an area. And once itd drawn, the players can double check distances at a glance, rather than me having to repeat myself everytime someone's turn comes up. Now, that doesn't mean we can slouch on description. A sketched map, whether on paper or battle mat, is only the barebones basics. Giving the players the proper "feel" for the current setting still depends on a verbal description. A gridded battle mat, just like a character sheet or a player's handbook or a set of dice, is a tool for the game. I don't believe in relying on it solely, but it is undoubtedly useful.

The real advantage, I find, to having the battle mat on the table, is that it essentially turns my entire dining room table into a giant wet erase board. We can jot down initiative, current hit points/subdual damage, keep track of spell effects, prepared spells and so on, without cluttering up the character sheets.

Besides, I personally like using minis... When making a new character, I truly enjoy hunting down a figurine that looks just like I imagine my character to be.

But hey, that's just me.
 

i like minis.

i was using minis before i ever played D&D.

i'm guessing 30+ years ago.

actually, minis got me into D&D.

but i was a wargamer first.

and we were referees long before we became Dungeon Masters or later Game Masters.
 

jdavis,

How do you adjudicate reach weapons without measuring or using grids? For example, if I played my huge longspear wielding troll in your campaign, how would you know how far I could reach?

Am I dependent completely on your memory for the position of the baddies?
 

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