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General Tabletop Discussion
*Dungeons & Dragons
Can We Come Up With Better (but still simple) Movement Rules?
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<blockquote data-quote="tetrasodium" data-source="post: 8156384" data-attributes="member: 93670"><p>around 30 with 5ft squares is a good average simply because of the limitations in size for things like battlemats printable maps that fit inside a normal sized book, how far a player can reach across abattlemat if not seated closest to the action, and.... <em>drumroll</em> the size of most tables minus space for character sheets. If you get too high a speed it becomes difficult to model at the table</p><p></p><p>Even if you switch to a digital map tool like <a href="https://arkenforge.com/" target="_blank">arkenforge </a>where the number of squares more limited by what floating point can fit (ie tens of thousands or more) you only switch to a different problem that becomes even worse as 5e's excessive ranges quickly displays once players realize they can take advantage of it. Creating huge maps for that kind of thing is orders of magnitude more work than a simple 50-100x50-100 map. Counting the squares is a gigantic timesink that quickly leads to throwing out the mapping & not bothering to count them. Finally if you just map the area where the action is expected to be you don't need to have the map built so that every possible approach is equally fortifed to prevent any player with eyes just saying "well lets walk throughhere & ignore the whole mess" or similar</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8156384, member: 93670"] around 30 with 5ft squares is a good average simply because of the limitations in size for things like battlemats printable maps that fit inside a normal sized book, how far a player can reach across abattlemat if not seated closest to the action, and.... [I]drumroll[/I] the size of most tables minus space for character sheets. If you get too high a speed it becomes difficult to model at the table Even if you switch to a digital map tool like [URL='https://arkenforge.com/']arkenforge [/URL]where the number of squares more limited by what floating point can fit (ie tens of thousands or more) you only switch to a different problem that becomes even worse as 5e's excessive ranges quickly displays once players realize they can take advantage of it. Creating huge maps for that kind of thing is orders of magnitude more work than a simple 50-100x50-100 map. Counting the squares is a gigantic timesink that quickly leads to throwing out the mapping & not bothering to count them. Finally if you just map the area where the action is expected to be you don't need to have the map built so that every possible approach is equally fortifed to prevent any player with eyes just saying "well lets walk throughhere & ignore the whole mess" or similar [/QUOTE]
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Can We Come Up With Better (but still simple) Movement Rules?
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