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Switch to Forum Live View Thank the gods the grid is GONE!
13 months ago  ::  May 25, 2012 - 5:32AM #31
orebs
Date Joined: Feb 7, 2012
Posts: 5
if we aren't using a grid we're using a tape measure.
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13 months ago  ::  May 25, 2012 - 5:51AM #32
Mablok
Date Joined: Apr 27, 2012
Posts: 503
I'm glad they are offering it.  I'll probably play in a mixed environment but it is nice to not have it be required.  (Hard to fix is practically required.)

 
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13 months ago  ::  May 25, 2012 - 6:09AM #33
MedicArwen
Date Joined: Nov 16, 2010
Posts: 12
"Chainmail" understand if u can.


Grid dont really go away, the trap is good! Just convert 5ft to 1 square. and Grid is back. Grid is a tool, helpin' all players and dms to have the same vision of the position. With a grid: no arguing frustration and angry about misunderstandin' the combat situation.
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13 months ago  ::  May 25, 2012 - 8:49AM #34
Daemeon
Date Joined: Oct 12, 2003
Posts: 29

May 25, 2012 -- 6:09AM, MedicArwen wrote:

"Chainmail" understand if u can.


Grid dont really go away, the trap is good! Just convert 5ft to 1 square. and Grid is back. Grid is a tool, helpin' all players and dms to have the same vision of the position. With a grid: no arguing frustration and angry about misunderstandin' the combat situation.




I am happy it is easy for those that LIKE the grid can still use it.  I really am.  Heck, I might still use it for important fights once in a blue moon.

But having to pull all that crap out for each and EVERY fight was getting silly.

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13 months ago  ::  May 25, 2012 - 10:41AM #35
HeirRaktus
Date Joined: Oct 21, 2011
Posts: 51
I've gotten so used to grid based combat that when the scenario desribed 6 kobolds in a single square, or 18 rats in six squares... my first thought was that I was going to need to adjust the map an awful lot.
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13 months ago  ::  May 25, 2012 - 10:43AM #36
Bodyknock
Date Joined: Oct 24, 2007
Posts: 1,785

I like 4e but the combat takes too long and prepping battlemaps is a bit of a pain so I'm in the camp of people looking forward to playing without grids in DDNext.

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13 months ago  ::  May 25, 2012 - 10:56AM #37
StevenJones
Date Joined: Nov 2, 2006
Posts: 172
I loved 1e when I didn't have to use the grid and the game was entirely in my mind's eye, but I must admit, the grid has been intellectually satisfying as I've been forced to use it as a player and DM in 4e.
My current group is continuing with our 4e campaign this weekend, but the next session has already been dedicated to playtesting DDN. I think that we'll try a couple of encounters with and without the battle mat. I'm sure each will have it's pros and cons.

Viva la DDN!
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13 months ago  ::  May 25, 2012 - 11:00AM #38
Xallin
Date Joined: Oct 2, 2007
Posts: 55

May 24, 2012 -- 10:19PM, IxidorRS wrote:

May 24, 2012 -- 10:18PM, Daemeon wrote:

What I mean is that it is possible to play now without using the grid if you want.  With 4E that was impossible sadly and made DMing a PITA for me to such a point I basically stopped playing for the past few years.. at least steadily.

I'm very much a "theatre of the mind" style DM for combat and love describing the action in a cinematic flair which 4E pretty much ruined for me as the minis really cramped my style...




Not impossible... just hard.


My DM does just that and is awesome at it.

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13 months ago  ::  May 25, 2012 - 11:07AM #39
sleypy
Date Joined: Jun 1, 2011
Posts: 1,347

May 24, 2012 -- 10:06PM, Daemeon wrote:

I'm very much looking forward to DMing this playtest for one reason and one BIG reason only...

I don't have to use a stupid grid anymore!  No more having to use minis!  No more having to waste precious time while players and DM alike try to figure out exact line of sight or movement or "game the system" to "kite" and such other ugly MMO terms.

Please.. PLEASE... PLU-EEEASE.. do NOT add in any powers or abilites that push, pull, slide, do the tango.. whatever...

Wheeeeeeee!

(Runs off to grather is flock.)




Is there really that big a difference between having to multiple by 5 (4e) vs having to divide by 5 (3e)? Because that seems like the the only really meaningful difference I see.

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13 months ago  ::  May 25, 2012 - 11:08AM #40
mestewart3
Date Joined: Feb 17, 2010
Posts: 666

May 25, 2012 -- 3:10AM, Haldrik wrote:

May 25, 2012 -- 2:46AM, mestewart3 wrote:

May 25, 2012 -- 2:40AM, Haldrik wrote:

TheWok and Mestewart,


Whats preventing you from using the hex map now? It seems like you now can with no problem.  




Sure you can use a hex map and it works fine, but just using a map isn't going to add much to the tactical complexity of the game.  Pushing, sliding, shifting, flanking ect. are all things that are pretty much missing from Next right now, mostly because they don't work so hot in a theater of the mind game.  However those things are important for a more tactical combat experience.




Sure, but how does hex prevent move tactics?

Push, slide, shift, etc. are in any radial direction, you can do it on a hex map fine.

Flank - is opposite sides around a hexagon. Pretty straightforward without any house rules.

Hex seems fine.

(For mapless, “flanking” just means “two against one”.)

@Spellscarred. LOL!




Are you talking about tactical movement in 4e?  I already use hex based in my 4e game, it works pretty much as well as square for most things.  Blast and burst are a little more complicated and monsters bigger than medium feel like they take up way to much space but for the most part it works.

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