Putting on my beard:
Gridless RPGs kinda suck. It makes the game take even longer than it needs to. Grids just take care of so many problems in one foul swoop that I have no idea why anyone would do away with them. I can KINDA see role playing without any table stuff (I did some campaigns in high school that were done as primarily on-paper stuff that only required a patient DM and some number crunching) and it sort of works, but I can't see using the table space stuff and then going gridless. Sorry D&D kids of the present and future!
Also, I have no experience with this whatsoever, but what kind of shitty DM rigidly adheres to every rule allowing himself absolutely no room to gently guide what's happening if it turns out to be necessary?
I've done very little of this, but what I have done was done without anything but some dice and a couple sheets of paper for taking notes.
Making detailed landscape models sounds more fun than the game.
If you really wanted to get picky about distances, a cheap map wheel is only a couple dollars and you can actually use it for other things besides your game (although maybe you'd want a better one in that case).
|Monkey Napoleon |
I'll also add that this guy seems to be like almost every hardcore DM I've ever met. He thinks everything he does is just the absolute greatest and anyone who does things differently is just wrong.
I've actually seen him before in a few terrain building videos. One thing I actually like about him is that he always goes for the absolute cheapest way to do something. While some tutorials recommend going out this tool or that medium, he always sticks to cardboard, newspaper, and spray paint. Yeah, he can get pretty pretentious at times, but he does have some decent ideas for making maps. I can't use everything he does, since I usually work with foam and try to have more height, but he's come in handy.
Grid less or not, all my stars for the "fuck 4th edition" tag.
I could give you a million nerd reasons why I don't like it from lack of multi class to lack of actual roleplaying, but I'll spare you guys.
I know quite a few board and even some card games that are more fun and involved.
Everything starting with 3.0 is designed to be upgraded like shovelware software, maximizing the amount of useless, overpriced books you have to buy to use your imagination.
Rules Cyclopedia is the only rule book worth money.
Ultra Mega Nerd time.
People who buy all the books are sad as shit and probably don't have the requisite imagination you're thinking of in the first place. All D&D supplemental material since the beginning of time is horrible game-breaking bullshit. They do it not because it's required or helpful in any way, but because of stupidity or autistic tendency or collector mentality (how many guys do you know who've spent hundreds of dollars on books they've never even used). There is literally no supplemental or presitge class you can't hack together through multi-classing and roleplay. And if your players desire something not covered in the core books, you literally cannot fuck things up worse than the supplemental materials do by arbitrating it yourself.
What makes 3rd editions superior in my mind is that the rules are unified so that each individual mechanic functions in similar ways to all the others. That way, with a broad enough understanding of the rules, you can guess how things work without having to memorize every single thing or stop the game while you hunt for something in the book. Pre-3rd is a harsh mistress for new players because of this.
|THA SUGAH RAIN |
The nerdiest game I've ever played was Warhmmer 40k and there was no fucking grid. It was a three dimensional space that required a lot of measuring and line of sight sticks. This grid shit sounds kind of lame.
I never liked Magic all that much, just because no matter how you cut it, no matter what color you play, the best strategy you can have always seems to be 'spend a lot of money, and do it often.'
I'll be honest with you guys, warhammer and similar titles, War Machine, etc. REALLY interest me. I absolutely love to paint minis and build terrain. (if you want to see some of my work, here's me goofing around with Super Dungeon Explore http://i1307.photobucket.com/albums/s600/Finalbosskefka/demo2_zpsc 3067835.jpg) I normally stick to board games, but I'd be lying if I said games like warhammer weren't tempting, if only for more things to paint and to customize my armies.
How hard is that game to play? Because every time I see people playing it up at the store I run board game night, it intimidates the hell out of them. Even with small clashes I'll watch people roll handfulls of dice, exchange a few words ('stims' 'AP' 'tactile armor' 'fuck you') and each of them pul several pieces off the board. It just seems a bit confusing with a lot going on...
PS: Hooker, you live anywhere near Texas? We've got a few open groups in the store, including mine.
Twenty years ago the rules would have seemed intimidating, now you're just manually pushing numbers through a rather simple turn based video game. It's not that hard. You know, unless the 2013 version was intentionally made stupid, like D&D was. Magic was fun too until new editions poured the adderal on the nerd rage.
I'm in Vancouver, Canada. So it's a bit of a drive to Texas, regrettably.
I bought a bunch of Warhammer 40K stuff...and I never got around to playing it. I have been in a 10+ year painting and gluing cycle.
I used to really like M:TG for a while back at the very tail end of it being completely broken and unfair. They balanced it better around 4th edition and it was never the same after that.
Right around the same time the art stopped being shitty and awesome. So I guess more like 5th edition. Whatever happened after Ice Age.
He makes some good points but he didn't do much to convince me of the "fun" factor on gridless. It's kind of a pain in the RPG ass.
Huh? It seemed like English, but somehow not...
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