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D&D 4E 4e Rulebook for DDM is up!

frankthedm

First Post
RigaMortus2 said:
Yeah, because that is sooo difficult and sooo confusing. Was it really that bad for most people to keep track of? I think this is an aspect I won't want to change for 4E. Doesn't SW: Saga use a flat 2 squares per diaganol move? Wonder why they didn't at least adopt that?
Well, 2 for each diagonal discourages movement harshly. I agree 2 for 3 is the best solution if one has to use a square grid, even if it is a little complex. But hey, the folks who say D&D is being over simplified have to be right some of the time.

And as a result, D&D radiia become boxes, rather than being roundish square groupings.

As long as we are on area effects, lines hit far fewer victims now.
 
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cthulhu_duck

First Post
Looking at the photo of the battlemap, dragon and other miniatures...

...is it just me, or do the human miniatures look to be larger than the previous DDM scale?
 

frankthedm

First Post
cthulhu_duck said:
Looking at the photo of the battlemap, dragon and other miniatures...

...is it just me, or do the human miniatures look to be larger than the previous DDM scale?
Yep! Scale creep.

Jack chick got one thing right, D&D minis will one day rival action figures in size. Look at that battlemat! Those figs are at leasy 72MM
 

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Destil

Explorer
Sadrik said:
It seems they contradict themselves on the shift on whether it is effected by difficult terrain or it isn't. The "1-square" square rule at the top of pg 20 and the shift rule at the bottom of pg 20 appear to contradict on face value.
Note that our elf preview mentioned that they can shift into difficult terrain without penalty. So I think that it's a pretty good bet that you, in fact, can not shift into difficult terrain normally.
 

DonTadow

First Post
frankthedm said:
Well, 2 for each diagonal discourages movement harshly. I agree 2 for 3 is the best solution if one has to use a square grid, even if it is a little complex. But hey, the folks who say D&D is being over simplified have to be right some of the time.

And as a result, D&D radiia become boxes, rather than being roundish square groupings.

As long as we are on area effects, lines hit far fewer victims now.
I don't min the squares for area effect. We may not know though, it may in fact be a circle (or circular). Perhaps there are certain effects that give a chance of damage for being near the square. You certainly can make a house rule that any square diagnal from a corner within half ot the diameter of the square has a chance at being damaged.

It sounds complicated but it could work.
 

Deverash

First Post
RigaMortus2 said:
Yeah, because that is sooo difficult and sooo confusing. Was it really that bad for most people to keep track of? I think this is an aspect I won't want to change for 4E. Doesn't SW: Saga use a flat 2 squares per diaganol move? Wonder why they didn't at least adopt that?

My problem was never counting 1,2,1,2. But rather 1,1,1,2,1,1 ... uh...how many diagonals have I gone again? Counting out 80 or 100' of movement with trying to avoid AoO, terrain and still get where your trying to go, and keeping track of if the last diagonal I did was at 5 or 10' of movement was a bit much. And it seems like you always had to mix diagonals with non-diagonals.
 



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