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Running
a 3E Game Without Miniatures*
I
won't lie to you. I love miniatures. I love
painting them and I love using them in games.
However, I've certainly gamed a lot more in
my life without miniatures than with them. It
was one of my goals in designing 3rd Edition
to make it playable without miniatures.
However,
I've seen many people say that it's not possible.
Even, apparently, the people working on the
new revision of D&D.
Besides
being a visual aid, miniatures help you with
four basic things in playing the game: Attacks
of opportunity, flanking, range, and line of
sight. For DMs interested in running D&D
without miniatures, yet using all the 3rd Edition
rules, I suggest these tips:
Attacks
of Opportunity
The hardest part about playing without miniatures
is determining when attacks of opportunity occur.
This is because to determine attacks of opportunity
you have to know where characters are in relation
to their foes' threatened area. The easiest
way to deal with this is to remember this simple
rule of thumb: If a character is fighting a
foe with normal reach and performs an action
that provokes an attack of opportunity (like
drinking a potion) without first stepping back,
he provokes the attack of opportunity. If a
character is fighting a foe with longer than
normal reach and takes such an action, even
the step back won't save him.
Be
verbally descriptive and make your players be
descriptive as well. For example, you describe
a room in a castle as being 20 feet wide, with
an open doorway in the middle of the wall that
is about 5 feet wide (or so). A player states
that his character is going to stand in the
room just to the right of the doorway. You state
that a gnoll runs into the room with a howling
battle cry. You know that the player is close
enough to the door to get an attack of opportunity
on the gnoll as it rushes past, because the
doorway is only 5 feet wide -- there's nowhere
the gnoll could have gone but through the character's
threatened area.
Think
in terms of the characters' intentions. In the
above example, it might even be better if the
player said, "I'm going to stand right
by the door so that if anyone runs through it
I'll get a free attack as they go by."
Now it's not 100 percent important where the
character is standing. You just simply know
that if someone runs through the doorway, they
get whacked.
When
in doubt, give both NPCs and PCs the benefit
of the doubt. If a fighter backs up (a 5-foot
step) away from the bugbear he's fighting to
drink a cure moderate wounds potion,
don't worry about whether he backed into the
threatened area of the bugbear fighting his
friend. He didn't. Playing the game with miniatures
shows you that there's practically always some
safe spot to retreat to. If you game with miniatures,
you realize that there are far fewer attacks
of opportunity going on than you'd think.
Flanking
Again, this can easily be an issue of intent
rather than position. "The dire rat moves
around to flank you with the dire rat you're
already fighting," you say. It doesn't
matter where exactly everyone's standing --
just that the character is being flanked by
two rats.
Ranges
and Areas
The simplest thing to do: Don't worry about
range. Unless it's a fight going on in a large
area, even close-range spells provide enough
range to cover most encounter areas. Unless
it's a weapon with a range increment of only
10 feet, the foe's almost certainly in range.
For
both range and area, though, simply use your
best judgment. If the PCs are at one end of
a long room with three trolls coming in from
the other end, and the wizard casts fireball,
the trolls are certainly in range, and -- unless
they were purposely keeping a lot of distance
between themselves for some reason -- they're
all in the area of effect.
As
the DM, just make a declaration about ranges
and areas and then keep to it. "The orc
archers are two range increments away."
"The two medusas are too far apart to catch
in a lightning bolt." Take notes
if it helps, so that you can remember 2 rounds
from now when a character wants to do the same
action again, or a related action. As long as
you're consistent, you'll be fine. If all the
PCs are spread out too far to be affected by
the cleric's bless spell, they're not
going to all be caught in a fireball.
Line
of Sight
Another issue where intent becomes more important
than actual position. "I move until I can
see the hobgoblin in the next room and fire
my crossbow." All the adjudication you
need to make is whether this is a 5-foot step
or a move action, and that's just a judgment
call.
Non-Miniatures
Visual Aids
Draw a quick five-second sketch of the room
where the encounter is taking place. Have people
point to where they are. Write notes about group
marching order or character positions. If it's
a particularly complex encounter, or the quarters
are tight, use coins or anything else that's
handy to represent characters -- not for careful
adjudication purposes, but just to remind everyone
around the table that Gordar the dwarf is in
the corner surrounded by carrion crawlers and
the wizard is up on the ledge at the north end
of the room (or whatever).
In
Conclusion
Overall, it comes down to communicating with
the players. Find out what their intent is,
and adjudicate from there. Take control of the
game and make judgment calls -- consistent judgment
calls. You'll do fine.
The
most important thing I can say about playing
without miniatures is this: Don't look at it
as if it's some "wrong" or "lesser"
way of playing. Use the fact that the game is
going on entirely in everyone's imagination,
and describe everything with an evocative flair.
Forget about tactical rules and focus on the
descriptive powers at your command. Enjoy the
freedom of having no limitations before you.
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