Tony Vargas
Legend
You only have to map out the 5' squares that matter. In a running battle, for instance, terrain can 'move,' much like scrolling on a video game - or, if there's a vehicle involved, it's the part that's mapped. It's still handy to track relative movement and positioning.Good luck doing a running battle over rooftops with a grid. Or aerial combat. Or when you split the party. It has a number of restrictions compared to ToTM. I can think of quite a few times that I shelved a battle idea because it was going to be too complex for a grid. That's just what happens when you have to map out every 5' square.
In general, though, using a grid is a convenience, it's easier than using a plain play surface and measuring everything, which is easier that tracking lots of relative positions in your head. TotM is also a matter of what's convenient - if you have no play surface, or if, in game, there is no defined area where things are happening, or relative positioning and the like just isn't important.
When a group does lean towards one or the other, they'll favor different sorts of encounters an tactics. Mostly-TotM campaign will tend towards small (few enemies) encounters in simple environments that lend themselves to only a couple of meaningful positions (next to the Big Bad, far away from the big Bad; holding the doorway, in the room, in the corridor; holding onto the dragon; flying after the dragon, on the parapet; etc...). A campaign that tends to use a play surface will tend to have larger battles with more enemies and more detailed terrain - but to limit itself to areas that fit on the surface one way or another.
None of that has much bearing on whether the game 'supports' one style or another, though. A game that gives out definite distances, ranges, areas, speeds, and positioning rules - whether it does it in scale inches, in-world feet, 5' squares or 2m hexes - works better with a play surface, and needs to be ballparked, ignored, or otherwise adapted to TotM. A game that uses more abstract concepts of areas/position/movement facilitates TotM, but can be adapted to a little more precision using a surface, you just have to add to it or improvise a bit on the details.
5e, like all editions of D&D, is the former sort of game.
Frankly, I think that's a good decision, because it's easier to ballpark and ignore detail when necessary, than to manufacture more detail and the rules to handle it on the fly.
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