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*Dungeons & Dragons
10 ft reach, 15 ft diagonals
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<blockquote data-quote="KarinsDad" data-source="post: 95483" data-attributes="member: 2011"><p>Err, so? The combat movement rules for diagonal movement are not even spelled out in 3E. At least with hexes, people wouldn’t keep asking the same question here on the boards.</p><p></p><p></p><p></p><p>Which is preferable. In hockey, how many guys are actually standing there beating up on one guy? It’s more like 3 or 4 than 8. 6 is more realistic than 8 (although it too is high).</p><p></p><p></p><p></p><p>The spell diagrams in the DMG are not very good. Some of them are non-intuitive and also non-consistent.</p><p></p><p>Look at the straight ahead Detect Evil area of effect diagram in the DMG. Some people might not be able to figure that out on their own within the game without looking at it (i.e. non-intuitive). You actually have to measure out the two sides and the middle and then estimate a curve. And, in fact, it only goes out 50 feet, not the 60 feet of the spell. Doh! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Look at Burning Hands. The caster is not even in a square. With the straight ahead Detect Evil, he is in a square, but the spell affects 10 feet to the left of the caster (i.e. non-consistent).</p><p></p><p>These examples of how it is supposed to work actually illustrate that hexes are preferable. With hexes, it is easy to immediately know which hexes are affected and which are not based on the area description of the spell. But, there is a trick. With hexes, you do not count the center hex for things like bursts, cylinders, and spreads. So, for a 20 foot fireball, you go 4 hexes out in all directions from the center hex.</p><p></p><p></p><p></p><p>The zig-zagging, though, does not involve counting different distances based on how many diagonal moves that have been made so far. So, you count 5 10 15 20 25, not 5d 15d 20d 25 35d (where d here is a diagonal move and the move at 25 is not diagonal).</p><p></p><p></p><p></p><p>That depends. 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. If not, then you have not gained anything since the room shapes and sizes are irregular.</p><p></p><p></p><p></p><p>Your loss. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="KarinsDad, post: 95483, member: 2011"] Err, so? The combat movement rules for diagonal movement are not even spelled out in 3E. At least with hexes, people wouldn’t keep asking the same question here on the boards. Which is preferable. In hockey, how many guys are actually standing there beating up on one guy? It’s more like 3 or 4 than 8. 6 is more realistic than 8 (although it too is high). The spell diagrams in the DMG are not very good. Some of them are non-intuitive and also non-consistent. Look at the straight ahead Detect Evil area of effect diagram in the DMG. Some people might not be able to figure that out on their own within the game without looking at it (i.e. non-intuitive). You actually have to measure out the two sides and the middle and then estimate a curve. And, in fact, it only goes out 50 feet, not the 60 feet of the spell. Doh! :) Look at Burning Hands. The caster is not even in a square. With the straight ahead Detect Evil, he is in a square, but the spell affects 10 feet to the left of the caster (i.e. non-consistent). These examples of how it is supposed to work actually illustrate that hexes are preferable. With hexes, it is easy to immediately know which hexes are affected and which are not based on the area description of the spell. But, there is a trick. With hexes, you do not count the center hex for things like bursts, cylinders, and spreads. So, for a 20 foot fireball, you go 4 hexes out in all directions from the center hex. The zig-zagging, though, does not involve counting different distances based on how many diagonal moves that have been made so far. So, you count 5 10 15 20 25, not 5d 15d 20d 25 35d (where d here is a diagonal move and the move at 25 is not diagonal). That depends. 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. If not, then you have not gained anything since the room shapes and sizes are irregular. Your loss. ;) [/QUOTE]
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