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Do you think its better to adhere to grids when playing D&D?

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nstgc:

--- Quote from: zorena86 on February 17, 2010, 04:10:04 AM ---My group never uses grids, just uses feet when calculating range and distance. "Zorena casts Fireball from 250ft" and "you see a minotaur charging at you from what appears to be 50ft away" kind of thing. When traveling in a group we always determine traveling formation (Brez has lead, Zorena and Jrodak following behind Brez side-by-side...) so that the DM can determine who's getting attacked from what direction.

If things ever got confusing, we would either make a quick sketch on scrap paper, or use dice to display formations.

--- End quote ---

Thats almost exactly how we do it. The difference is that unless you have a reason to know the distance, its left off.

zorena86:
Yea that's same for us then, but our distance is pretty much needed a lot because people like me (Sorcerer) get technical when calculating distances and escape routes. Just to give a brief example of our attention to detail...

Brez (half fire-giant fighter) fell to -3 HP in battle and I asked the DM how far he was from me, and if he was face down or lying on his back. DM said roughly 10ft and lying on his back. For my action I casted Mage Hand and propelled a Minor Healing Potion to my fallen ally and poured it into his mouth from a distance behind a tree, allowing him to receive the full effect of the potion (as opposed to throwing the potion). BTW we play D&D 3.0

Proin Drakenzol:
Over the years I've done both and overall I prefer a grid. It allows for a more tactical combat experience than not using a grid does and that's one of the more fun aspects of the game (for me).

I currently play 4e and DM.

DeadSpaceX:
Used grids (hex) and a ruler...and string, and torn paper...I ran pretty loose open world campaigns so the ruler was used more often than not, hex paper for areas i made before hand. a grid is needed for the placement of quite a few things, and can be added to be viewed by all if within characters sight/sense range. Gives them the option of figuring out what to do, where to do it, and how to accomplish whatever it is they might need to do.

Though both can break down in unusual situations, running battle across the roof tops of a city, 2 characters on the roofs chasing and the rest below following through the streets and alleys...it wasn't supposed to go that way.

Haven't played d&d since 3rd edition rules, was dm 90% of the time...found out so much had to be played by ear given somewhat random, unruly players. Flexibility, i couldn't afford to get locked into any one way of doing things because sure enough the group or individuals would go haring off into the unknown.

Sorry, longer than it needed to be. grid or hex is great for tactical, trap, ambushes...and perfect for formation during travel, encounter distances are long range usually (travel) and let players and me have a good visual representation of how they're going to face what's coming. Ambushes and traps it gave me an easy way to keep track of where everything was initially, using small pieces of torn paper. String for straight line sight distance. hmm, it was also handy for AoE, precut lengths.

Ixarku:
"Better"?  Depends on the play style you prefer.  I take a more cinematic approach for the games I run, and it's always worked well.  Cinematic meaning a quick sketch on a piece of paper, with most of the details in my head.  Most of the people I've played with are less interested in tactical games and more interested in flashy action.  Less bookkeeping also usually helps me keep the game moving along.

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