![]() ![]() Theater Vs Wargames: If you can get your players to understand that you as the keeper are not there to be against them, rather to help facilitate an interesting story, then theater of the mind becomes very easy. Never the right map: I feel like maps are not needed for simple situations, but If a situation has been made complex enough (invariably by the players) to need a battle map, there is almost no way I will have that battle map prepared. For me the need for acquiring, building, and prep of story oriented assets far outweighs the time needed to prep a battle map. The more that I can prepare in simplified notes and in my head the better. I'm not a huge fan of having to take out of a ruler or calculator every time there's advanced combat involved (I mean, who would?), so I don't know if there's a an obvious solution I'm missing, or any good advice you can give me? It also doesn't help that I'm European and both feet and yards are literally never used in my everyday life outside of RPGs lol.Ī few thoughts on battle maps: Prep: For me my favorite thing about running CoC is the different nature of the prep as compared to more popular systems. So I'd like to know how you keepers handle movement and combat? I'm a bit in the dark here. My players discovered the wonders of thrown dynamite sticks last session, and it was difficult to say to the least to accurately crunch the numbers in terms of damage and explosive radius and whatnot on my battlemap. But I just know that going forward it's gonna be more and more relevant. I've just kinda winged it up until this point, and all combat thus far has been close quarters, where range wasn't an issue. So far it's only been a minor inconvenience for me as a keeper. I don't mean to make it sound like a huge criticism of the game. ![]() Not to mention dynamite explosive radius. And let's not even get started on thrown weapons that relies on STR/5 in yards in yards, which could also add up to some wildly uneven numbers. If they have 8 MOV, that means they can move 4 squares, but what if they have 7 MOV, then that's 35 yards = 3.and a half square? And then there's weapons, that can fire all the way from 3 yards to above 100. ![]() I could maybe make 1 square on map = 10 yards. In CoC, investigators can move 5 * MOV in yards. All the creatures move in numbers dividable by 5, and all ranged weapons/spells follow the same formular. Basic RPG stuff.īut upon diving into CoC, I can't seem to wrap my head around how do it well. We previously have a lot of experience with DnD 5E, where we made extensive use of a battlemap (or before that, a piece of paper) to draw up combat scenarios, so we basically knew how far enemies were and whatnot. All of us are pretty new to the game and are still learning, but we have a fairly good grasp of it and so far are loving it. ![]()
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