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1 square Diagonal Movement: Reaction from Players
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<blockquote data-quote="satori01" data-source="post: 4052465" data-attributes="member: 7859"><p>The fervor over this rule is a bit surprising. I dropped this rule years ago, and can not say I saw a big change in the way the game played out. Since what is good for the goose is good for the gander, overall effects were balanced evenly.</p><p></p><p>What I am curious about is how does terrain complexity factor in most people's campaigns? I am getting the sense that those that are ardently supporting 1-2-1 movement tend to play in flat plains, maybe with some rubble or other obstructions on the ground but mostly players and monsters are on the same plain.</p><p></p><p>Due to some racial choices (Assaimar w/ racial Feats from Races of Fareun, Fey Sprite from Arcana Evolved), flight was in play at 3rd level, and most of my level design incorporates multi level structures, and obstructions. Counting diaganols when flying can get confusing for some people, and frankly that delays for everyone. The rule also tended to make aerial combat a very straight line affair, which in reality it just is not. Taking out the 1-2-1 rule made aerial combat much more the circling swirling dogfight one sees in old WW1 movies, which is more appealing to me.</p></blockquote><p></p>
[QUOTE="satori01, post: 4052465, member: 7859"] The fervor over this rule is a bit surprising. I dropped this rule years ago, and can not say I saw a big change in the way the game played out. Since what is good for the goose is good for the gander, overall effects were balanced evenly. What I am curious about is how does terrain complexity factor in most people's campaigns? I am getting the sense that those that are ardently supporting 1-2-1 movement tend to play in flat plains, maybe with some rubble or other obstructions on the ground but mostly players and monsters are on the same plain. Due to some racial choices (Assaimar w/ racial Feats from Races of Fareun, Fey Sprite from Arcana Evolved), flight was in play at 3rd level, and most of my level design incorporates multi level structures, and obstructions. Counting diaganols when flying can get confusing for some people, and frankly that delays for everyone. The rule also tended to make aerial combat a very straight line affair, which in reality it just is not. Taking out the 1-2-1 rule made aerial combat much more the circling swirling dogfight one sees in old WW1 movies, which is more appealing to me. [/QUOTE]
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