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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Grounding the Game
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<blockquote data-quote="CF07" data-source="post: 9780495" data-attributes="member: 7052262"><p>I think there are ways to handle some of your issues but not all of them. Subtle differences require a map to handle, for sure. </p><p></p><p>The DMG5E.2014 has suggestions for this, actually. And I can definitely attest from having played a lot of mapless D&D back in the day, we did pay attention to this. Whether others did or not, that I can't say. One thing we did a lot was to represent uncertainty of targeting by having PCs roll Spellcraft checks (this was 2E) and giving cases that felt dubious a negating save. It worked OK and people were fine with it. </p><p></p><p></p><p>That would be difficult to represent. I'd swap that ability out for something else thematic, e.g., +2 Acrobatics or something like that. An alternative might be to make having better movement a limited resource; see below. </p><p></p><p></p><p>I think your instincts are pretty solid. </p><p></p><p>One intermediate position is to have a rough tactical map rather than a detailed one. For movement, other games often use a "zone" mechanic. For a monk you could simply bump up their movement by a zone at some point in their career. That would really help represent the ability of a high movement character like a monk, barbarian, or wood elf being able to engage or disengage more quickly. Maybe being able to bump through zones is a limited resource (per day or per short rest). The wood elf gets one per long rest, the barbarian gets two, and a monk gets proficiency bonus per day, or something like that anyway. So a wood elf monk would have an extra use of that ability. This can feel kind of gamey, I get it, but it would work and I think would likely have about the same game impact.</p></blockquote><p></p>
[QUOTE="CF07, post: 9780495, member: 7052262"] I think there are ways to handle some of your issues but not all of them. Subtle differences require a map to handle, for sure. The DMG5E.2014 has suggestions for this, actually. And I can definitely attest from having played a lot of mapless D&D back in the day, we did pay attention to this. Whether others did or not, that I can't say. One thing we did a lot was to represent uncertainty of targeting by having PCs roll Spellcraft checks (this was 2E) and giving cases that felt dubious a negating save. It worked OK and people were fine with it. That would be difficult to represent. I'd swap that ability out for something else thematic, e.g., +2 Acrobatics or something like that. An alternative might be to make having better movement a limited resource; see below. I think your instincts are pretty solid. One intermediate position is to have a rough tactical map rather than a detailed one. For movement, other games often use a "zone" mechanic. For a monk you could simply bump up their movement by a zone at some point in their career. That would really help represent the ability of a high movement character like a monk, barbarian, or wood elf being able to engage or disengage more quickly. Maybe being able to bump through zones is a limited resource (per day or per short rest). The wood elf gets one per long rest, the barbarian gets two, and a monk gets proficiency bonus per day, or something like that anyway. So a wood elf monk would have an extra use of that ability. This can feel kind of gamey, I get it, but it would work and I think would likely have about the same game impact. [/QUOTE]
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