It's a really good solution for when you want the positional/space/time/maneuver aspects, but only want a bit of the tactile and inspirational art aspects.My minis solution back during the brief period that I ran D&D 3.0 and 3.5 was to create the tabletop equivalent of VTT tokens. I'd make a Word document full of pictures, print it on label paper, punch out the individual pictures using a circle punch, and then stick the labels on 1" plastic counting chips.
Cheap, relatively quick, quite durable, and super easy to store. I did the same thing if I wanted to use minis in games like Savage Worlds or GURPS.
It also travels well, which is important if you're the GM and going elsewhere to run the game, and can be done on a not too huge budget.
It reminds me a bit f the thick cardboard pieces that came with FASERIP TSR MSH.
ETA:
Putting aside that I like miniatures for miniatures (and not merely markers) for a moment, I really do feel like games that are really pushing TotM should...push it. As in, design with the idea that there is going to be either no map and verbal description only (or a very simple map that is never meant to have markers paced on it).
OTOH, if you are going to design with very specific movement and ranges and areas of effect and so on, lean into that too and shamelessly.
Also, really consider whether all of that miniatures stuff needs to be quite so finicky. There are far less finicky-ass mechanics in both board games that use miniatures and straight miniatures skirmish rules. Even TSR's MSH knew how to do functional area movement/fighting, for example. That WotC has gone back to a 1" grid is...ewwww.
I will say that, from an advertising by visual appeal aspect, minis or nice boardgame positional components are appealing.
Taking the rules, ignoring bunches of that related stuff isn't wrong-wrong, but it is coming from an advanced/evolved/experienced place in the hobby. A beginner product should probably go one way or the other (all-in or all-out on that stuff).
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