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Switch to Forum Live View Stop Measuring in Units We Don't Use (Feet and Minutes)
5 months ago  ::  Dec 31, 2012 - 5:14AM #51
hunterian7
Date Joined: Jul 23, 2008
Posts: 1,734

Dec 23, 2012 -- 3:14AM, Plaguescarred wrote:

The 5-feet increment unit works well for both ToTM and TV, i don't see it go soon.

Its easy enought to convert and i have observed that many hardcore map users generally use the term ''square'' anyway, when moving or calling ranges.

I have a player who still use the 5-foot step when shifting in 4E games.  And his Rogue backstab peole when he use sneak attack. He also says attack of opportunity instead of opportunity attack etc... The human nature is that many people just stick to calling things as they are used to...




I'd like too see your proof and data that many people stick to calling things as they are. Your small circle of friends is hardly equivalent to the gaming community as a whole. Pardon me if it take this with a grain of salt

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5 months ago  ::  Dec 31, 2012 - 5:21AM #52
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,564

Dec 31, 2012 -- 5:14AM, hunterian7 wrote:

I'd like too see your proof and data that many people stick to calling things as they are. Your small circle of friends is hardly equivalent to the gaming community as a whole. Pardon me if it take this with a grain of salt


You are free to do so, but I wasn't saying the gaming community as a whole was neither Wink

Yan
Montréal, Canada
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5 months ago  ::  Dec 31, 2012 - 8:35AM #53
proudgeek159
Date Joined: Mar 5, 2011
Posts: 69
I vote for cubits and furlongs...
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5 months ago  ::  Jan 02, 2013 - 8:53AM #54
Rastapopoulos
Date Joined: Jan 2, 2013
Posts: 627

First of all, grids and miniatures are and have always been optional for Tabletop RPGs, at least for D&D.
Making the game based on grids is just wrong.

D&D is about letting your imagination fly.
If I throw a fireball of 20ft radius inside a 50ft-wide room I need not a grid to imagine how much of that room will be affected.

Combat with grids and miniatures is much slower and restrained by rules than when you play without them, and although I understand the appeal of this kind of gameplay for many people, there's plenty out there who like better to play the good ol' "dice, paper and imagination" only.


Second...

Dude, D&D requires some basic math... if you can't translate your 5ft measures into squares while playing miniatures then I strongly suggest you look for another sort of entertainment.
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5 months ago  ::  Jan 02, 2013 - 10:26AM #55
Telwar
Date Joined: May 31, 2008
Posts: 23
I'd like them to have only three durations for spells/effects:


Turn  (as in, until end of this or next)
Fight
Day

I.e. sorta like 4e, because the minute, 10 minute, and hour/level durations from earlier editions were annoying, especially the shorter ones.        
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5 months ago  ::  Jan 02, 2013 - 10:32PM #56
Thealas
Date Joined: Jul 2, 2009
Posts: 27
Please just no to the OP request. D&D is roleplaying games we need more immersion not less by distancing it further away from what we use I.e. feet, minutes and all those things the OP seems to dislike.
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5 months ago  ::  Jan 02, 2013 - 11:48PM #57
OskarOisinson
Date Joined: Mar 7, 2007
Posts: 217
Definitely prefer feet (either as feet or yards) to squares but would prefer if they just listed both in most cases like so:

Range: 25' (5 squares/hexes/etc.)

I do like the idea of yards, but it's not very backward compatible.

However, I definitely do NOT like using minutes, especially when spell durations are fairly arbitrary as they currently seem in DDN. I'm not going to be tracking 37 minute spiderwalks or 17 1/3 minutes invisibilities when we're trying to quest. The annoying thing about those is that, you're basically just telling the DM to arbitrate a spell duration once it's out of combat, and that's not really fair for the player.  Again though, I'd like to see both, just have it be a bit more standardized. Say: 1 round (6 seconds), 1 encounter (1-10 minutes), 1 scene (10-60 minutes/<1 hour), or 1 day (24 hours). Heck you could even throw in 1/2 day and week for good measure. 
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5 months ago  ::  Jan 03, 2013 - 7:05AM #58
Kestralb
Date Joined: Jun 22, 2010
Posts: 164
I very much sympathise with the OP. 
I don't use feet or minutes much in my game nearly as much as squares/rounds, and I don't find that that breaks "immersion" at all.  No more so than writing down "15 strength" instead of "strong enough to bench press 200lbs." =P  Usually "breaks immersion" is just a way of saying "something I'm not used to".  For one person multiplying by 5 to find feet breaks immersion, for another deviding by 5 to find squares does the same. 

But for that very reason, in the interest of keeping the system as flexable as possible for different playstyles and uses of the rules, I think it's appropriate that the feet/yards and hours/minutes/seconds are the officially given units.  These "real world" units are universal in their meaning and don't depend on any one rule system, so whether you're using the standard 5 foot grid or or some custom hexogon-grid or just TotM you can easily convert these distances and times for use at your own table. 

So yeah, I'll just be deviding by 5 to find the range or a spell, but I don't mind doing it.  It may break my "immersion" a bit at first, but only until I get used to it.  And I think that it's honestly the best decision for the devs to make in this case.
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5 months ago  ::  Jan 04, 2013 - 1:11PM #59
mvincent
Date Joined: Jun 15, 2004
Posts: 8,291

Jan 2, 2013 -- 10:32PM, Thealas wrote:

Please just no to the OP request. D&D is roleplaying games we need more immersion not less by distancing it further away from what we use I.e. feet, minutes and all those things the OP seems to dislike.


Well said. I agree completely.

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5 months ago  ::  Jan 04, 2013 - 2:04PM #60
Scald
Date Joined: Nov 5, 2012
Posts: 125
I hardly see the problem. Using feet and minutes is fine. Do you want to use squares? Divide by 5 for squares. Want to use turns instead of minutes? Divide the amount of seconds by 6. It's very very very simple.
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