Jonathan Drain ([info]jdigital) wrote,
@ 2008-04-07 08:42:00
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Entry tags:d&d, dungeons & dragons

D&D: Is gridless combat possible?
D&D's tactical movement rules generally assume you're using a squared grid that everyone can consult to remind them of their postion. Since online play has no grid without special software, I'm looking to work out a system of handling tactical combat without any grid. Feel free here to make suggestions.

Problems
Since there's no grid to act as an authority on who stands where, it's easy for desynch to occur between players' ideas of the battle position. It's similar to the problem of blindfold chess, where players each try to hold the entire game in their head. (I imagine that real war has always been plagued with a similar issue.)

Players might simply trust the DM to hold the canonical position in his head to settle disagreement, but the DM is still not infallible. Further, the more complex the combat, the greater the risk of "desynch". Thus, for anything but small combats, any system must be much simpler than the traditional strict grid.

Combat Area
An idea I've borrowed from a fellow DM is separating each combat into two zones - simply, you're either inside the Combat Area, where the fighting takes place, or you're not. Anyone can attack anyone else within this area. A move action allows you to enter the Combat Area or withdraw.

Combat under this system is a lot more chaotic and perhaps realistic. You take attacks from nearby opponents you didn't realise were adjacent to you. However, it raises issues - can you fire from out of the brawl into it? If so, can opponents break off to give chase and enter combat to create multiple Combat Areas? If not, can a wizard use spells without firing into melee? How are flanking, area effects and cover handled?



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[info]jasonlove
2008-04-07 10:04 am UTC (link)
I've been struggling with a similar issue for a computer game I'm designing. Basically, it's turn-based Bushido Blade, where one or two hits is all it takes to do you in, so positioning and timing is critically important. The Combat Area system is basically fine if your fighters all have the same movement speed and weapon reach, but much more complicated otherwise.

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[info]jdigital
2008-04-07 11:34 am UTC (link)
Speed and weapon reach in D&D are accurate to the five-foot square, which as I've said before represents too much detail for everyone to hold in their head. Other five-foot-granular things are attacks of opportunity due to movement, and standard flanking.

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[info]intentionally__
2008-04-07 02:36 pm UTC (link)
Perhaps an option is for the DM alone to track combat positions on a grid, but he'd have to be really descriptive to all of the players. The players would likewise have to be really descriptive to him about where and how they were moving.

Another idea I had would be to make the maps and keep a small object bank of images to pull into Photoshop, using layers to move things around. Each turn you FTP an updated battle map to a place on the web for players to access. It seems sound in theory but as a DM I'm busy enough as it is.

I don't really see D&D combat without a grid working at all. Too many of the game's rules are stuck to the tactical grid, and that goes double for anything having to do with Attacks of Opportunity.

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[info]jdigital
2008-04-07 03:43 pm UTC (link)
I've known DMs to do the first option; one was able to track all combats in his head at the table, even combats of ridiculous size with some difficulty. To do this you need excellent communication skills, meaning that you need an excellent DM.

I've also done the image thing, but in practice it's too slow for a combat. You have to edit the image, export the image, then upload it in the FTP client - a lot slower than moving a chess piece.

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