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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="pemerton" data-source="post: 5977323" data-attributes="member: 42582"><p>This depends on where the tactics are located. In Rolemaster, for example, the tactical dyamics are in the allocation of points from a combat pool to attack, defence, initiative, etc. That doesn't require a grid, but does require lots of scratch paper.</p><p></p><p>I had never run gridded combat, in over 25 years of GMing, until I started running 4e. But I don't use miniatures - I use coloured plastic tokens (old board game pieces collected over the years).</p><p></p><p>That skill challenges don't work is a contentious claim - here's a thread where many have had the contrary experience, and in my OP I link to some more actual play examples.</p><p></p><p>In running skill challenges I haven't had trouble getting players to use other than optimal skills (eg in the Reforging Whelm challenge described in that thread the fighter checked Diplomacy, Religion and Diplomacy as well as Endurance). For Stealth, I use the group check rules, which <em>don't<em> require the whole party to succeed.</em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em>The invoker PC in my party has the Linguist feat, two skill training feats, and a familiar feat. One of the fighter's utility is Mighty Sprint, and Fighter's Grit can also be used out of combat. The sorcerer uses Dominant Winds out of combat as well as in it. The wizard (when we had one) had cantrips. Etc.</em></em></p><p><em><em></em></em></p><p><em><em>Of the warlock and wizard utilities in PHB, about half are non-combat.</em></em></p><p><em><em></em></em></p><p><em><em>Also, many combat powers can be used out of combat in all sorts of ways - using Twist of Space to teleport targets, using the 15th lvl witch possession daily in Heroes of the Feywild to try and read an NPC's mind, using Slaad's Gambit to teleport through a crystal ball to the location visible inside it, etc.</em></em></p><p><em><em></em></em></p><p><em><em>4e has a skill system too - quite a robust one - as well as utility powers and rituals.</em></em></p></blockquote><p></p>
[QUOTE="pemerton, post: 5977323, member: 42582"] This depends on where the tactics are located. In Rolemaster, for example, the tactical dyamics are in the allocation of points from a combat pool to attack, defence, initiative, etc. That doesn't require a grid, but does require lots of scratch paper. I had never run gridded combat, in over 25 years of GMing, until I started running 4e. But I don't use miniatures - I use coloured plastic tokens (old board game pieces collected over the years). That skill challenges don't work is a contentious claim - here's a thread where many have had the contrary experience, and in my OP I link to some more actual play examples. In running skill challenges I haven't had trouble getting players to use other than optimal skills (eg in the Reforging Whelm challenge described in that thread the fighter checked Diplomacy, Religion and Diplomacy as well as Endurance). For Stealth, I use the group check rules, which [I]don't[I] require the whole party to succeed. The invoker PC in my party has the Linguist feat, two skill training feats, and a familiar feat. One of the fighter's utility is Mighty Sprint, and Fighter's Grit can also be used out of combat. The sorcerer uses Dominant Winds out of combat as well as in it. The wizard (when we had one) had cantrips. Etc. Of the warlock and wizard utilities in PHB, about half are non-combat. Also, many combat powers can be used out of combat in all sorts of ways - using Twist of Space to teleport targets, using the 15th lvl witch possession daily in Heroes of the Feywild to try and read an NPC's mind, using Slaad's Gambit to teleport through a crystal ball to the location visible inside it, etc. 4e has a skill system too - quite a robust one - as well as utility powers and rituals.[/I][/I] [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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