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<blockquote data-quote="zarionofarabel" data-source="post: 9785526" data-attributes="member: 7026405"><p>I use TotM exclusively. Put simply, I have no interest in Miniatures Combat Games, so I don't want my TTRPG sessions to morph into one. I do understand the appeal of using grids and minis, but I find it makes combat far too structured and "chess-like" rather than fluid and cinematic. I've also found that most systems aren't really built with combat engines that actually benefit from the positional accuracy that comes with grid combat so there isn't really any tangible benefit to using said grid. In fact, with the plethora of systems I have access too it's quite easy to find systems with combat engines that are built in a fashion that using a grid is difficult as the specific rules for positioning are not precise in any real way. So, unless a system is built in part to function specifically as a Miniatures Combat Game during combat, all the benefits of the grid are lost anyway. Besides, I've found that in 98.3% of cases the only positions that really matters are; <strong>Too Far To Shoot</strong>; <strong>Close Enough To Shoot</strong>; and <strong>Hit It With A Stick</strong>. As long as everyone can keep tabs on those three positions, combat works quite well. Plus, I can avoid the cost of having to purchase a large collection of minis and save time either finding or making grid maps for combat encounters, which is a nice bonus as I'm cheap and lazy. I also run very improv heavy, with little to no prep as a GM, and using TotM combat makes it easy as pie to run combat encounters as the only "setup" I need to do is to describe the relative positions of the combatants at the onset of the encounter. TotM for the win! Cheers!</p></blockquote><p></p>
[QUOTE="zarionofarabel, post: 9785526, member: 7026405"] I use TotM exclusively. Put simply, I have no interest in Miniatures Combat Games, so I don't want my TTRPG sessions to morph into one. I do understand the appeal of using grids and minis, but I find it makes combat far too structured and "chess-like" rather than fluid and cinematic. I've also found that most systems aren't really built with combat engines that actually benefit from the positional accuracy that comes with grid combat so there isn't really any tangible benefit to using said grid. In fact, with the plethora of systems I have access too it's quite easy to find systems with combat engines that are built in a fashion that using a grid is difficult as the specific rules for positioning are not precise in any real way. So, unless a system is built in part to function specifically as a Miniatures Combat Game during combat, all the benefits of the grid are lost anyway. Besides, I've found that in 98.3% of cases the only positions that really matters are; [B]Too Far To Shoot[/B]; [B]Close Enough To Shoot[/B]; and [B]Hit It With A Stick[/B]. As long as everyone can keep tabs on those three positions, combat works quite well. Plus, I can avoid the cost of having to purchase a large collection of minis and save time either finding or making grid maps for combat encounters, which is a nice bonus as I'm cheap and lazy. I also run very improv heavy, with little to no prep as a GM, and using TotM combat makes it easy as pie to run combat encounters as the only "setup" I need to do is to describe the relative positions of the combatants at the onset of the encounter. TotM for the win! Cheers! [/QUOTE]
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