Virago said:
As posted on other thread, I solve this IMC by the rule that when you move diagonally, you are counted as moving through an adjactent square. For example:
@A
BX
Our hero, @, wishes to move to X diagonally, then she has to move through either A or B. If A is a wall, and B is an enemy, obviously some tumbling or an overrun will be needed. If A and B are both pits, a jump is needed.
There may have been a problem with this but I don't remember it.
The thing is that you should not have to solve the problem. It shouldn’t exist.
Also, your solution does have a problem. In the non-diagonal case, both opponents get an AoO. In your diagonal case, one opponent gets an AoO, not both.
So, the inconsistency is still there. Either both should get an AoO or neither should in both cases.
And, why should someone have to jump in the diagonal case? Imagine a chess board where you do not want to step on the black squares. You should easily be able to walk on the white squares all you want without jumping or tumbling.
Virago said:
KD said:
The zig-zagging, though, does not involve counting different distances based on how many diagonal moves that have been made so far
So what? No one thinks that alternating counting 5/10/5 is difficult.
It is not difficult.
However, late in a game when people are tired, I bet that using that system, mistakes are made more easily. In other words, someone moves diagonally and says “5 15 20 25 30 40” and someone else says “Hey, you skipped one, start again” more often than with the “5 10 15 20 25” of hexes.
Why bother with a slightly klunky movement, reach, and area of effect system when you do not have to?
Virago said:
Do the rooms of your buildings always have rectangular shapes with dimensions of 5 feet increments? If so, then I can do the exact same drawing with hexes, although it will not have the perfect rectangular shape, just size
Actually the dimension that goes "against the grain" will be distorted and shrunk, and I'm not sure how you will get the shape right either, since a 10x10 room will "actually" be shaped like four hexes, or maybe two hexes and 4 half-hexes?
As I stated, it will not have the perfect rectangular shape, just the size.
Usually, in this case you have 2 hexes along the x-axis (for example) and 1 hex and 2 half hexes along the y-axis. This results in 3 full hexes and 2 half hexes in the room. Yes, occasionally someone wants to be in two half-hexes, but that really isn’t a big deal.
And, as the room gets larger, the percentage of full hexes increase. For example, the majority of the spaces in a 20x20 room are full hexes (14 out of 16), so the half-hex issue is not really a big problem.
But, the point is that squares have this exact same problem on every other non-rectangular shaped room you can think of. In fact, squares have this exact same problem with rectangular shaped rooms or corridors if the direction of a room edge does not match the 0, 90, 180, or 270 degree edge of the grid.
Take a 45 degree 10 foot wide corridor out of a square room and the squares fall apart big time. The vast majority of the squares are partial and only the diagonal line of squares in the middle is full squares.
Virago said:
I'm remembering our discussion on this before, where you allow people to stand on the line between two hexes, which really amounts to using an oddly-shaped grid, anyway.
Exactly. Hexes can emulate rectangular rooms if you do not mind a slight distortion in the actual shape. Squares, however, have a difficult time emulating oval, circular, triangular, 45 degree 10 foot wide corridor out of a square room, etc.
And, none of the players I have ever played with using hexes have had a problem that a 10x10 room has a shape ratio of 6 to 5.
Virago said:
What if you want to center an area effect on someone standing on the line between two hexes, as they would be if they were going down a corridor "against the grain". It's not too simple and easy to calculate area effects then.
It’s simple. In the against the grain direction, you ignore the center hex. In other directions, you count from the line. So, say you had a 5 foot radius effect (for simplicity). It would result in the four hexes around that line.
What if you want to center an area effect in the square grid system on a character standing in the middle of a square?
Same problem. Similar solution.
Virago said:
What I imagine you do is sort of step back from the grid, and imagine the circle, or semi-estimate it with the hexes, and then make judgement calls about what is and is not included, which works for any grid system.
It really is not an estimate. It is a set of rules that works the same way each time.
And granted, you could do something similar with squares. If on the intersection (like the DMG), count out the squares. If on a line, ignore the center space for one direction, but count out from the line in the other. In centered on a square, ignore the center square.
It works the same. The difference is that most area of effects are bursts, spreads, or cylinders, hence, the circular nature of hexes corresponds better. It is easier and quicker to figure out.