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What's wrong with Mini-Centric?
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<blockquote data-quote="Lord Zardoz" data-source="post: 3853918" data-attributes="member: 704"><p>I like the presence in the game mostly because I actually like what AoO's bring to the game.</p><p></p><p>Combat in 2nd edition without mini's of any sort typically resulted in two options in combat for non casters. Use a bow, or do not use a bow. There were essentially no combat choices that required movement other than the Charge.</p><p></p><p>On top of that, it seemed that every spell a caster wanted to use ended up being able to hit every bad guy without hitting any good guys.</p><p></p><p>The use of the miniatures preempts every possible argument about ranges for bows and spells, area of effect spells. It also makes it reasonable to adjudicate the following:</p><p></p><p> - AoO for movement within threatened areas</p><p> - Reach weapons and monsters with reach</p><p> - Flanking rules for size mismatched characters</p><p> - A meaningful method of penalizing a character when you cut off their ability to move away from you easily (a caster or archer who cannot 5 foot step out of melee range is penalized unless certain feats or skills are used).</p><p></p><p>In addition, the following game elements are made meaningful</p><p></p><p> - Spring Attack and Ride by Attack can exist without being unfair or tactically over powered.</p><p> - The use of buildings and hard cover to partially block ranged attacks makes fighting in towns interesting.</p><p> - Line of Effect / Line of Sight rules for spells</p><p> - It is easier to utilize 'difficult terrain' to strategic effect when you can see where it is relative to yourself and your enemies.</p><p></p><p>Miniatures simply keep everyone honest. It is easy for a player to demonstrate of a building would prevent him from shooting someone with Mini's. It is about a 2 minute discussion of with the DM that would often degenerate to sketching out a crude map without Mini's.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3853918, member: 704"] I like the presence in the game mostly because I actually like what AoO's bring to the game. Combat in 2nd edition without mini's of any sort typically resulted in two options in combat for non casters. Use a bow, or do not use a bow. There were essentially no combat choices that required movement other than the Charge. On top of that, it seemed that every spell a caster wanted to use ended up being able to hit every bad guy without hitting any good guys. The use of the miniatures preempts every possible argument about ranges for bows and spells, area of effect spells. It also makes it reasonable to adjudicate the following: - AoO for movement within threatened areas - Reach weapons and monsters with reach - Flanking rules for size mismatched characters - A meaningful method of penalizing a character when you cut off their ability to move away from you easily (a caster or archer who cannot 5 foot step out of melee range is penalized unless certain feats or skills are used). In addition, the following game elements are made meaningful - Spring Attack and Ride by Attack can exist without being unfair or tactically over powered. - The use of buildings and hard cover to partially block ranged attacks makes fighting in towns interesting. - Line of Effect / Line of Sight rules for spells - It is easier to utilize 'difficult terrain' to strategic effect when you can see where it is relative to yourself and your enemies. Miniatures simply keep everyone honest. It is easy for a player to demonstrate of a building would prevent him from shooting someone with Mini's. It is about a 2 minute discussion of with the DM that would often degenerate to sketching out a crude map without Mini's. END COMMUNICATION [/QUOTE]
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