This.Close/Near/Far, or zones, or, at least, abstract squares.
I say just the opposite. Precision in measurement is vital to argument avoidance, as the difference between being 9 feet away and 11 feet away from that 10-foot-radius blast can sometimes be the difference between a PC's life and death.
Yeah, I agree with Whizbang here. I would say that I can recall far more arguments - both in terms of raw numbers and proportionally - between people at the table over precise measurements than I can ever recall for abstract distances like Near/Close/Far.I think this really varies by table.
I DM for a lot of players and no one I currently play with would make a big deal over this. But I certainly believe you that it's a big issue at your table.
I don't think it's a universal thing.
In space that would be 10 parsecs a round..."This is the fastest boat in the fleet. She can out sail the fastest pirate by 10 squares a round."
What's the defining border between near and close? Between close and far? What about medium? And if you're thinking the answer boils down to something like "you know it when you see it", sorry, that ain't gonna fly. And smart casters know the subtle range differences between different spells and will try (one hopes!) to use that to their advantage once the foe has unleashed a spell or two.Yeah, I agree with Whizbang here. I would say that I can recall far more arguments - both in terms of raw numbers and proportionally - between people at the table over precise measurements than I can ever recall for abstract distances like Near/Close/Far.![]()
I have a grid. I can look at that grid and the minis on it and easily see how far away a character is positioned from anyone or anything else (in straight-line distance, not silly pixellated-square measurements). If real precision is needed I can go old-school wargame over it and pull out a piece of string, though it's a while since I did this.I even think that your framing, Lanefan, presumes the use of precise measurements. Why is precision in measuremeant necessary? Because those 2-feet matters in determining who is hit in a game that uses precise measurements. However, it's not like precise measurement matters for casting a fireball with the casting range of "close" when the player had already established that their PC is "close" or within the "zone" of effect.
You'll know it when you bother reading the given game rules for once that explain in-game distances.What's the defining border between near and close? Between close and far? What about medium? And if you're thinking the answer boils down to something like "you know it when you see it", sorry, that ain't gonna fly. And smart casters know the subtle range differences between different spells and will try (one hopes!) to use that to their advantage once the foe has unleashed a spell or two.
I don't need a grid. I have Close/Near/Far. You don't have those distances and use exact distances for your games, so you need a grid.I have a grid. I can look at that grid and the minis on it and easily see how far away a character is positioned from anyone or anything else (in straight-line distance, not silly pixellated-square measurements). If real precision is needed I can go old-school wargame over it and pull out a piece of string, though it's a while since I did this.Never mind I still use expand-to-fill-volume fireballs, so it might not be the best example.
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I hope you realize that you are making a lot of unsubstantiated assertions here that basically can be explained as you believing that your hang-ups about in-game distances are universally-held ones.In a broader sense, having only three units of distance isn't nearly granular enough. It's also useless for anything other than spell ranges; even different types of missiles have different ranges beyond just near-close-far, that is unless all the different types of bows, slings, etc. have been made to have the same ranges even when in reality they'd be widely different.
Neither will asking "goodman" how many feet it is to Praetos. Realistically, when I ask someone how far away something is, no one will tell me in terms of distance. They will likelier tell me in terms of travel time (e.g., minutes, hours, days, etc.) according to mode of transportation (e.g., foot, car, train, plane, etc.), or even something more analogous to zones (e.g., how many blocks away).Asking someone met on the road "Please, goodman, how many fars is it to Praetos?" is unlikely to get a useful answer.
And people who don't want to HAVE TO run everything with minis and a grid, might want measurements that are useful for running things descriptively. Otherwise you get to this arguing over whether something is 9 or 11 feet away, and that comes down to GM wishy-washy feelings anyway.I have a grid. I can look at that grid and the minis on it and easily see how far away a character is positioned
I say just the opposite. Precision in measurement is vital to argument avoidance, as the difference between being 9 feet away and 11 feet away from that 10-foot-radius blast can sometimes be the difference between a PC's life and death.
Three inches, which is thirty feet within an AD&D dungeon, but becomes again three inches for the purposes of tabletop miniature usage.The funny thing is, after I posted this, I thought to myself, "Damn, I forgot palms!"
What is a Palm, like 4 inches?
Close/Near/Far, or zones, or, at least, abstract squares.
That would probably require a significant overhaul. Especially given that 5.0e couldn't really keep 5-foot grid references out, despite not being a grid-required game. I'd say a 3rd-party could do it, but while 5.0 has been Commons-released, I don't expect the same from OneD&D.Definitely, this. I would love it if OneD&D's DMG has optional rules for using Close/Near/Far.
Every DnD (but 4e) has pretended it doesn't require a grid, yet still measured everything in 5ft increments...That would probably require a significant overhaul. Especially given that 5.0e couldn't really keep 5-foot grid references out, despite not being a grid-required game.