No Battlemap
The following was inspired by Monte Cookâs ideas regarding running combat without miniatures.
Monte Cookâs ideas regarding running combat without miniatures
How to run a D&D 3.5 fight without a battlemap?
- Split the fight up into little groups, usually such that itâs a n:1 situation unless people are fighting back-to-back.
- No attacks of opportunity against spell casters and archers unless youâre in difficult terrain or fighting foes with reach. You can always do a five foot step into safety.
- Moving to another group provokes attacks of opportunity from the guys youâre leaving.
- If you stick to your group, you can do full attacks.
- If youâre alone in your group against two or more, youâre flanked.
- You only get covers from ranged attacks if youâre flanked.
- Donât ignore âinto meleeâ for ranged attacks.
- Ignore movement speed unless youâre chasing fugitives.
You can still use sketches. They will inevitably end up looking similar to this one:
â#RPG â#Thoughts â#DungeonMasterAdvice
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Yup. Thatâs pretty much how I play it too. Also:
- Ignore movement rules and play as logic and gameplay dictates; if itâs dramtically cool to be able to reach the bad guy in a single bound, thatâs what happens (possibly with a charge bonus)
- Only allow an Attack of Opportunity style free hit it thereâs an obvious distraction. Spells such as *Daze* and *Flare* are great for distracting foes. If someone tries to push past a combatant, that gives a free attack too
- Use interesting, climbable and throwable terrain. Climbing on a table grants +1AC against melee opponents on the floor. When upended they grant partial cover against missile attacks. Have falling damage for falling (or being pushed) down stairs (1d6, DC15 Ref save for half, fall prone), allow characters to jump onto their opponents and suchlike. Think âCinematic Wild West Bar Room Brawlâ at all times.
- Magic can be a show stopper, so let it be. A fireball in an enclosed space will have *everyone* diving for cover. Encourage the players to think about the consequences of using big, showy magic and help them to play accordingly. Lighting bolts bounce off walls. Never forget that đ
- Remember that as GM you can add and remove Bad Guys at will; youâre not limited to the number of figures on the map if there is no map and no figures. If you need a Hobgoblin to appear round the corner, have him appear. If the fight is going badly for the heroes then reduce the number of monsters not in combat or allow a few of them to die early. This is especially useful if you want the players to reach a certain point before the end of the session.
- Let the players help build the story. Encourage them to say things like âI grab a bottle from the table and smash the Orc over the head with itâ, even though youâve not said anything about whatâs on the table. Let them fill the room dressing with their imagination so you donât have to. If they want to dodge into alcoves that arenât on your map, thatâs great! Shared play, remember.
- Aid Another is THE single best rule in D&D, so use it. According to the rules a monster can use Aid Another to help another creature get a +2 to hit, and it doesnât provoke an Attack of Opportunity doing so. That means 2 (or more) Orcs can gang up and hit even high AC characters. Itâs great for those times when itâs tactically better to get one guaranteed hit though than lots of little ineffective shots. Do it often enough and the players will start to use the tactic too đ
Phew. Iâm sure I can think of more, though thatâll do for now.......
â GreyWulf 2008-01-22 14:19 UTC
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I can smell Old School from two feet away! âLighting bolts bounce off walls.â Those were the days...
â Alex Schroeder 2008-01-22 14:40 UTC
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Heh. *Everything* smells of Old School!
Per the SRD, *Lightning Bolts* donât bounce, I know. But whereâs the fun in that, eh? đ đ đ
â GreyWulf 2008-01-22 16:47 UTC