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What's wrong with Mini-Centric?
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<blockquote data-quote="Creamsteak" data-source="post: 3853652" data-attributes="member: 552"><p>My problem is that miniatures <em>eventually</em> slow down the game. What I mean requires some explanation. </p><p></p><p>For some encounters, using miniatures at all seems pointless (fighter vs. fighter, both level 1, both with the same weapon focus and power attack). It's a dice game, and the figures don't mean anything really.</p><p></p><p>For other encounters, using miniatures speeds things up or provides necessary clarity. This is the whole goal of using the miniatures to begin with. If I have a lot of combatants in various locations, it's just easier for everyone if we spell things out.</p><p></p><p>However, sometimes I need miniatures to represent creatures with flight speeds of 200. That creature moves all the way across my grid as a single move action. Further complicating things, it moves in 3 dimensions, and while I have methods to keep track of that, they just don't work as well as the stuff that stays on the ground does. Even if I have blocks that I can stack that are 1 inch thick each, and I give the creature it's real height from the floor, we could easily be dealing with 30 blocks or something. Yet, this creature still has reach, can still be flanked, and still has another dozen considerations for combat. And please oh please don't make me have to track turning speeds in the air. I know it's "realistic." I've been up in some pretty fast planes before and totally understand the physics of it are very complicated, but for the purpose of the game I need things I can deal with quickly.</p><p></p><p>That same encounter, with another system, just doesn't gain that extra complexity from having an airborn encounter. Even in 3.0 I felt like it was a bit easier (though still fairly complex).</p><p></p><p>I like miniatures for a certain level of complexity. Below that threshold, I find them useless (or they slow things down more than they speed things up). Above that threshold, I find them either impossible to really use, or more likely to slow things down rediculously just to maintain a certain level of precision within the system.</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 3853652, member: 552"] My problem is that miniatures [i]eventually[/i] slow down the game. What I mean requires some explanation. For some encounters, using miniatures at all seems pointless (fighter vs. fighter, both level 1, both with the same weapon focus and power attack). It's a dice game, and the figures don't mean anything really. For other encounters, using miniatures speeds things up or provides necessary clarity. This is the whole goal of using the miniatures to begin with. If I have a lot of combatants in various locations, it's just easier for everyone if we spell things out. However, sometimes I need miniatures to represent creatures with flight speeds of 200. That creature moves all the way across my grid as a single move action. Further complicating things, it moves in 3 dimensions, and while I have methods to keep track of that, they just don't work as well as the stuff that stays on the ground does. Even if I have blocks that I can stack that are 1 inch thick each, and I give the creature it's real height from the floor, we could easily be dealing with 30 blocks or something. Yet, this creature still has reach, can still be flanked, and still has another dozen considerations for combat. And please oh please don't make me have to track turning speeds in the air. I know it's "realistic." I've been up in some pretty fast planes before and totally understand the physics of it are very complicated, but for the purpose of the game I need things I can deal with quickly. That same encounter, with another system, just doesn't gain that extra complexity from having an airborn encounter. Even in 3.0 I felt like it was a bit easier (though still fairly complex). I like miniatures for a certain level of complexity. Below that threshold, I find them useless (or they slow things down more than they speed things up). Above that threshold, I find them either impossible to really use, or more likely to slow things down rediculously just to maintain a certain level of precision within the system. [/QUOTE]
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