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<blockquote data-quote="Dragonblade" data-source="post: 1005633" data-attributes="member: 2804"><p>I think a positive note for minis is that it allows WotC to give D&D more of a boardgame feel.</p><p></p><p>To be brutally honest, pretending you are a fantasy person in a fantasy world and speaking in character, etc. does not appeal to most people. They find it childish or strange.</p><p></p><p>Having minis, grids, etc. allows WotC to emphasize the war game and tactical aspects of D&D and thus possibly appeal to a more diverse group of people.</p><p></p><p>If you walk into a room and see people sitting their with pencils, paper and dice and just talking in strange voices will seem strange.</p><p></p><p>But if you see them sitting their with pencils, paper, dice, and a big square grid with minis and people moving minis around and shouting actions to each other etc. It seems much more like an elaborate boardgame. With visible playing pieces, D&D feels more like a game and less like some strange form of acting. Better to appeal to the masses that way.</p><p></p><p>And they probably have visions of tapping into the MageKnight market, although I doubt they will be able to do that.</p><p></p><p>But for me personally, I don't like minis. They turn combat into too much of a fancy chess match and it reduces too many variables that shouldn't be reduced.</p><p></p><p>Players like minis because they know exactly how many squares away a certain bad guy is, they know exactly where to place their spell for maximum effect and combat becomes an exercise in mini placement and die rolling.</p><p></p><p>To put it bluntly, that sucks and is not realistic.</p><p></p><p>Combat shouldn't be a chess match. It should be people screaming and smoke everywhere. Orcs charging you to the left and dueling your allies to the right. You have that fireball ready but with all smoke and explosions you just have to guess on the best place to center it. Realistic, scary combat where there are no absolutes and you don't know exactly how many squares away the bad guys are standing.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 1005633, member: 2804"] I think a positive note for minis is that it allows WotC to give D&D more of a boardgame feel. To be brutally honest, pretending you are a fantasy person in a fantasy world and speaking in character, etc. does not appeal to most people. They find it childish or strange. Having minis, grids, etc. allows WotC to emphasize the war game and tactical aspects of D&D and thus possibly appeal to a more diverse group of people. If you walk into a room and see people sitting their with pencils, paper and dice and just talking in strange voices will seem strange. But if you see them sitting their with pencils, paper, dice, and a big square grid with minis and people moving minis around and shouting actions to each other etc. It seems much more like an elaborate boardgame. With visible playing pieces, D&D feels more like a game and less like some strange form of acting. Better to appeal to the masses that way. And they probably have visions of tapping into the MageKnight market, although I doubt they will be able to do that. But for me personally, I don't like minis. They turn combat into too much of a fancy chess match and it reduces too many variables that shouldn't be reduced. Players like minis because they know exactly how many squares away a certain bad guy is, they know exactly where to place their spell for maximum effect and combat becomes an exercise in mini placement and die rolling. To put it bluntly, that sucks and is not realistic. Combat shouldn't be a chess match. It should be people screaming and smoke everywhere. Orcs charging you to the left and dueling your allies to the right. You have that fireball ready but with all smoke and explosions you just have to guess on the best place to center it. Realistic, scary combat where there are no absolutes and you don't know exactly how many squares away the bad guys are standing. [/QUOTE]
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