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- {
- "breadcrumbs": [
- "Chapter 1: Gamemastery Basics",
- "Running Encounters",
- "Maps and Miniatures"
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- "markdown": "<title level=\"1\" right=\"Rules\">[Going Gridless](/Rules.aspx?ID=850)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs described on [page 494 of the _Core Rulebook_](/Rules.aspx?ID=512), you can play encounters without a grid. This is best for groups who can easily imagine their surroundings without a visual aid, and for battles that don’t require understanding a complex physical space. Your game doesn’t have to be entirely on or entirely off maps—you might decide to play out most simple fights without a grid, then use one for highly tactical fights or major set pieces. As noted in the Core Rulebook, the 3-action structure is your best friend. You might find yourself answering a lot of questions about actions and space, like “Can I get there this turn,” or “How many of the gnolls can I catch in a [_fireball_](/Spells.aspx?ID=119)?” If you find yourself needing to repeatedly remind players of the physical features of the environment or enemy positioning, that might mean you’re making your encounters too tactical for what a gridless game supports. This style works better to encourage imaginative, cinematic action and quick play without getting too hung up on details.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
- "name": "Going Gridless",
- "next_link": {
- "label": "Special Battles and Movement",
- "url": "/Rules.aspx?ID=851"
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- "previous_link": {
- "label": "Splitting and Combining Movement",
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- "rarity": "common",
- "release_date": "2020-02-26",
- "resistance": {},
- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Maps and Miniatures\r\n</additional-info>",
- "source": [
- "Gamemastery Guide"
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- "Gamemastery Guide pg. 14"
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- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>",
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- "text": " Going Gridless Source Gamemastery Guide pg. 14 As described on page 494 of the Core Rulebook , you can play encounters without a grid. This is best for groups who can easily imagine their surroundings without a visual aid, and for battles that don’t require understanding a complex physical space. Your game doesn’t have to be entirely on or entirely off maps—you might decide to play out most simple fights without a grid, then use one for highly tactical fights or major set pieces. As noted in the Core Rulebook, the 3-action structure is your best friend. You might find yourself answering a lot of questions about actions and space, like “Can I get there this turn,” or “How many of the gnolls can I catch in a fireball ?” If you find yourself needing to repeatedly remind players of the physical features of the environment or enemy positioning, that might mean you’re making your encounters too tactical for what a gridless game supports. This style works better to encourage imaginative, cinematic action and quick play without getting too hung up on details. ",
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