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Those of you who have actually PLAYED 5e...
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<blockquote data-quote="jrowland" data-source="post: 6367006" data-attributes="member: 94389"><p>I use Theater of the Mind with a group that learned D&D in 4th edition. What I do is toss down a card (I use location cards from whfrp3, but note cards, sticky post-its etc work also) and place mini's on it to represent "engaged", ie in in combat/adjacent/etc. Mini's around (just off of) the card represent "close" range, I have another card (actually a mousepad) that represents "Medium" range, and for "long" range mini's around (just off of) the "medium" range card.</p><p></p><p>Engaged: if you outnumber foe 2:1 or greater, you get advantage (ie flanking) - same for monsters</p><p>Close: about 30 feet. I don't sweat 5 or 10 feet. Basically a move action away.</p><p>Medium: about 30-60 feet. A full move away.</p><p>Long: 60+ feet. </p><p></p><p>Yeah, that doesn't jive well with ranged attacks, but my players get it. When it comes to spells/ranged attacks, if I say "you are at medium range" they know they are 30-60 feet away for movement or attacks. If a weapon has a range of say 50, then we just assume they are "under 50" for the weapon attack..quibbling over 10' of movement is not really worth it.</p><p></p><p>The rogue likes to stay at "close" range for essentially spring attacks, the wizard stays at medium since most spells can range 30-60 feet no problem.</p><p></p><p>I often have multiple engagement cards, so the fighter can be engaged with 3 kobolds over here, and the barbarian might be engaged with the Wyrmpriest and drake over there, eg. </p><p></p><p>it works.</p><p></p><p>Other advice: short rest is <strong>ONE HOUR!</strong> so if you're not dishing out too much damage, don't sweat it. Unlike 3e/4e, this edition is more like 1e/2e: death from a thousand cuts...its about wearing them down, not dishing it out. I am still re-learning to let the PCs rip through enemies and live with enemies doing paltry damage, wearing the party down. There are plenty of situations where one hit hurts a LOT, so it is good let the pew pew be minimal so as to make the big smash stand out. I think (just a guess based on my experience of doing the same) a lot of the TPK reports are more the DM going all out as you often did in 4E and in in 3E (to a lesser extent of course).</p></blockquote><p></p>
[QUOTE="jrowland, post: 6367006, member: 94389"] I use Theater of the Mind with a group that learned D&D in 4th edition. What I do is toss down a card (I use location cards from whfrp3, but note cards, sticky post-its etc work also) and place mini's on it to represent "engaged", ie in in combat/adjacent/etc. Mini's around (just off of) the card represent "close" range, I have another card (actually a mousepad) that represents "Medium" range, and for "long" range mini's around (just off of) the "medium" range card. Engaged: if you outnumber foe 2:1 or greater, you get advantage (ie flanking) - same for monsters Close: about 30 feet. I don't sweat 5 or 10 feet. Basically a move action away. Medium: about 30-60 feet. A full move away. Long: 60+ feet. Yeah, that doesn't jive well with ranged attacks, but my players get it. When it comes to spells/ranged attacks, if I say "you are at medium range" they know they are 30-60 feet away for movement or attacks. If a weapon has a range of say 50, then we just assume they are "under 50" for the weapon attack..quibbling over 10' of movement is not really worth it. The rogue likes to stay at "close" range for essentially spring attacks, the wizard stays at medium since most spells can range 30-60 feet no problem. I often have multiple engagement cards, so the fighter can be engaged with 3 kobolds over here, and the barbarian might be engaged with the Wyrmpriest and drake over there, eg. it works. Other advice: short rest is [B]ONE HOUR![/B] so if you're not dishing out too much damage, don't sweat it. Unlike 3e/4e, this edition is more like 1e/2e: death from a thousand cuts...its about wearing them down, not dishing it out. I am still re-learning to let the PCs rip through enemies and live with enemies doing paltry damage, wearing the party down. There are plenty of situations where one hit hurts a LOT, so it is good let the pew pew be minimal so as to make the big smash stand out. I think (just a guess based on my experience of doing the same) a lot of the TPK reports are more the DM going all out as you often did in 4E and in in 3E (to a lesser extent of course). [/QUOTE]
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