Tsyr said:It changes the game tone. Instead of roleplaying a combat situation, and making decisive moves, players begining fretting about "But if I move here, then with his movement of 30, he would be able to move within attack range... But if I move to THIS square instead of THIS square, he will be 10 ' away at the end of his move... and if I were to move HERE instead, the wizard could toast him with a fireball and catch his companion there on the fringe of the explosion, while it would stop exactly one square from me...."
That's not the type of game I want to run.
I second that. As does SurfMonkey01 I aim for a more descriptive feel (I call it cinematic) in my game. I want to play a roleplaying game, not a tabletop strategy. Maps are fine for planning assaults - especially when the PCs have maps - but they ruin the immersion pretty fast. If my players do not trust me not to screw them over - and I do not kill PCs as a rule - I see no need to argue over placement etc.