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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Can you do a "diamond" shaped blast?
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<blockquote data-quote="KarinsDad" data-source="post: 4319217" data-attributes="member: 2011"><p>Your idea is fine, it's just not simple and intuitive. My model just goes up diagonal lines. Yours is more jagged and can have a corner case of different numbers of extra squares left over at the end of the cone. Let's take your example up to 4 squares:</p><p></p><p>[code]</p><p>.xxx.</p><p>xxxxx</p><p>.xxx.</p><p>.xxx.</p><p>..x..</p><p>..x..</p><p>[/code]</p><p></p><p>That looks ok, but one has to remember it is 3 squares on the last line and not 5.</p><p></p><p>How about your 2 case:</p><p></p><p>[code]</p><p>.xx..</p><p>..x..</p><p>..x..</p><p>[/code]</p><p></p><p>The third row has an even number of squares in it, so it is not centered.</p><p></p><p></p><p>Your model works so so. But, it might be just as confusing to some people as rounded off square area effects of 3E because it does not just move up the diagaonals. It's a step function instead.</p><p></p><p>The idea is to come up with simple areas, not non-intuitive ones. The idea behind yours is simple, but the implementation is less simple, requires people to count out squares, and it has corner cases (at the end of the cone) which are non-intuitive and different each time.</p><p></p><p>My idea was a simple up the diagonal line triangle. No special corner cases. No counting 1 1 3 3 5 5, etc. No you get two rows of a given max width for some cones, you don't for others.</p><p></p><p>Your idea is more problematic in actual use.</p><p></p><p>Note: I'm not trying to give you a hard time here. I'm just pointing out that your model is not an especially good one for gaming unless you game with math geeks such as myself.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4319217, member: 2011"] Your idea is fine, it's just not simple and intuitive. My model just goes up diagonal lines. Yours is more jagged and can have a corner case of different numbers of extra squares left over at the end of the cone. Let's take your example up to 4 squares: [code] .xxx. xxxxx .xxx. .xxx. ..x.. ..x.. [/code] That looks ok, but one has to remember it is 3 squares on the last line and not 5. How about your 2 case: [code] .xx.. ..x.. ..x.. [/code] The third row has an even number of squares in it, so it is not centered. Your model works so so. But, it might be just as confusing to some people as rounded off square area effects of 3E because it does not just move up the diagaonals. It's a step function instead. The idea is to come up with simple areas, not non-intuitive ones. The idea behind yours is simple, but the implementation is less simple, requires people to count out squares, and it has corner cases (at the end of the cone) which are non-intuitive and different each time. My idea was a simple up the diagonal line triangle. No special corner cases. No counting 1 1 3 3 5 5, etc. No you get two rows of a given max width for some cones, you don't for others. Your idea is more problematic in actual use. Note: I'm not trying to give you a hard time here. I'm just pointing out that your model is not an especially good one for gaming unless you game with math geeks such as myself. [/QUOTE]
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Community
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Can you do a "diamond" shaped blast?
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