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General Tabletop Discussion
*Dungeons & Dragons
10 ft reach, 15 ft diagonals
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<blockquote data-quote="Virago" data-source="post: 95646" data-attributes="member: 2045"><p>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:</p><p></p><p><span style="font-family: 'courier new'">@A</span></p><p><span style="font-family: 'courier new'">BX</span> </p><p></p><p>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.</p><p></p><p>There may have been a problem with this but I don't remember it.</p><p></p><p>KD said:</p><p><strong>The zig-zagging, though, does not involve counting different distances based on how many diagonal moves that have been made so far</strong></p><p></p><p>So what? No one thinks that alternating counting 5/10/5 is difficult.</p><p></p><p><strong>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</strong></p><p></p><p>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?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Virago, post: 95646, member: 2045"] 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: [FONT=courier new]@A BX[/FONT] 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. KD said: [b]The zig-zagging, though, does not involve counting different distances based on how many diagonal moves that have been made so far[/b] So what? No one thinks that alternating counting 5/10/5 is difficult. [b]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[/b] 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? 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. 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. 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. [/QUOTE]
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