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General Tabletop Discussion
*Pathfinder & Starfinder
1.5 instead of 1-2-1?
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<blockquote data-quote="Evanta" data-source="post: 4104938" data-attributes="member: 57409"><p>Although I'm somewhat on the anti-1-1-1 camp, just to let ya guys know, well ya I accept 1-1-1 is in 4th Ed, and if the DM dictates that we follow the rule to the letter, I won't fuss. I'm a respector of rule zero. Just watch me grossly abuse the ability to zigzag though. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I've been playing Descent (a dungeon crawl boardgame) with the 1-1-1 rules, and there's some tricks that can be done simply due to the ability to go further with diagonals.</p><p></p><p>The other concern is that bows and wat-not shoot 41% further diagonally as a consequence of this rule.</p><p></p><p>I'm just trying to see if there's a better compromise between playability and simulation. I just feel that well... 1-1-1 seems too big of a compromise to me, and it does open up some tactical abuses. IMO 1.5-1.5-1.5-round up seems to be easy to me and not difficult to forget, I'll prob. take max 1 more sec to resolve my movment than 1-1-1. </p><p></p><p></p><p></p><p>@jtrowell: That does sound like a interesting compromise. I was thinking of being more specific and charging 2 only if you change ur direction diagonally (to differentiate it from changing direction in straights which is perfectly fine. </p><p></p><p>Another proposal: 1-1-1, but if you take 3 diagonals or more in your movement, your max move this turn is reduced by 1. That should work to deter people from excessive zig-zag movement.</p></blockquote><p></p>
[QUOTE="Evanta, post: 4104938, member: 57409"] Although I'm somewhat on the anti-1-1-1 camp, just to let ya guys know, well ya I accept 1-1-1 is in 4th Ed, and if the DM dictates that we follow the rule to the letter, I won't fuss. I'm a respector of rule zero. Just watch me grossly abuse the ability to zigzag though. :D I've been playing Descent (a dungeon crawl boardgame) with the 1-1-1 rules, and there's some tricks that can be done simply due to the ability to go further with diagonals. The other concern is that bows and wat-not shoot 41% further diagonally as a consequence of this rule. I'm just trying to see if there's a better compromise between playability and simulation. I just feel that well... 1-1-1 seems too big of a compromise to me, and it does open up some tactical abuses. IMO 1.5-1.5-1.5-round up seems to be easy to me and not difficult to forget, I'll prob. take max 1 more sec to resolve my movment than 1-1-1. @jtrowell: That does sound like a interesting compromise. I was thinking of being more specific and charging 2 only if you change ur direction diagonally (to differentiate it from changing direction in straights which is perfectly fine. Another proposal: 1-1-1, but if you take 3 diagonals or more in your movement, your max move this turn is reduced by 1. That should work to deter people from excessive zig-zag movement. [/QUOTE]
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