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General Tabletop Discussion
*TTRPGs General
Would you be interested in a compromise to the miniatures-centric combat of D&D?
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<blockquote data-quote="Lord Zardoz" data-source="post: 3441409" data-attributes="member: 704"><p>While I suppose it can be a pain in the ass, I actually prefer the use of a grid + cheap mini's. The reason I like this is because in 2nd Edition, whenever someone throws a fireball, it had a tendency to hit all the bad guys and never hit any of the good guys.</p><p></p><p>I like attacks of opportunity since it forces the players to be a bit smarter with respect to what they are doing.</p><p></p><p>I also like that it becomes self evident when someone is or is not in range of something else.</p><p></p><p>If the fight is going to consist of the players vs 1 big bad guy, there is not much to be earned. But the battle mat keeps everything honest. It lets the players know that I am not making stuff up when 6 goblins manage to dogpile one person when they were previously some distance away. It lets the players identify where cover may be if they need it. It also lets the players cut off a corridor and keep from getting surrounded, no matter how much I may have been wanting to do that.</p><p></p><p>On the flip side, it prevents every combat encounter with mooks get solved trivially by a fireball once I manage to put someone into melee.</p><p></p><p>While the current combat system may get in the way of story telling and bog things down for some people, I contend that it does make D&D a better game, at least for my purposes.</p><p></p><p>About the only thing I really want from the rules that is anywhere near combat related is a workable chase mechanic, and a better idea how to run a mini based combat that starts at long range for a long bow without needing a battlemat the size of my kitchen. The existing system could certaintly be streamlined and simplified, but I am satisfied with it for the moment.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3441409, member: 704"] While I suppose it can be a pain in the ass, I actually prefer the use of a grid + cheap mini's. The reason I like this is because in 2nd Edition, whenever someone throws a fireball, it had a tendency to hit all the bad guys and never hit any of the good guys. I like attacks of opportunity since it forces the players to be a bit smarter with respect to what they are doing. I also like that it becomes self evident when someone is or is not in range of something else. If the fight is going to consist of the players vs 1 big bad guy, there is not much to be earned. But the battle mat keeps everything honest. It lets the players know that I am not making stuff up when 6 goblins manage to dogpile one person when they were previously some distance away. It lets the players identify where cover may be if they need it. It also lets the players cut off a corridor and keep from getting surrounded, no matter how much I may have been wanting to do that. On the flip side, it prevents every combat encounter with mooks get solved trivially by a fireball once I manage to put someone into melee. While the current combat system may get in the way of story telling and bog things down for some people, I contend that it does make D&D a better game, at least for my purposes. About the only thing I really want from the rules that is anywhere near combat related is a workable chase mechanic, and a better idea how to run a mini based combat that starts at long range for a long bow without needing a battlemat the size of my kitchen. The existing system could certaintly be streamlined and simplified, but I am satisfied with it for the moment. END COMMUNICATION [/QUOTE]
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Would you be interested in a compromise to the miniatures-centric combat of D&D?
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