Skyscraper
Explorer
Edited to remove non-constructive post.
Sky
Sky
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EDIT - Just wandering what is so great about having a fixed grid. Even when using squares - why not have the squares go diagonally when a corridor is going diagonally. As long as the joins between different orientations are well placed, what would be the problem. Why not have hexes and squares. Of course, area effects would have a varying number of effected squares between hex and square, but I'm wandering just how much of a real effect it would have. It is worth experimentation at least.
Math junkies don't like the 1:1 system because
I generally prefer 1:1, the thing that does bug me is it's a little less intuitive to design maps. If you have a large room with an obstacle in the middle, it's probably not an obstacle at all since the PCs can go around it. Also, you can't have scattered squares of obstructed squares, since the PCs can just dodge around them--any difficult terrain has to be fairly large blocks.Again - convenience. Is it easier for the map drawer to slap down a uniform grid, or to create a custom grid that lines up with each portion of the map?
That said, I'd prefer that map creators totally ignored the grid when creating maps, and it was thrown down after they'd finished.
Incidentally: I was going to suggest tape measures in jest, because it seems obvious to me that such a system would dramatically slow down the game. The fact that the 1.5 system requires any extra work would, to my mind, require that it actually added something to the game that made that work worthwhile. Personally I can see zero benefit, except satisfying someone's feeling of geometric incorrectness.
I generally prefer 1:1, the thing that does bug me is it's a little less intuitive to design maps. If you have a large room with an obstacle in the middle, it's probably not an obstacle at all since the PCs can go around it. Also, you can't have scattered squares of obstructed squares, since the PCs can just dodge around them--any difficult terrain has to be fairly large blocks.
I made a room where various items were scattered on the floor and they were meant to obstruct movement in the room, but everyone just zigged and zagged around the room with no difficulty.
My understanding was that you cant do a diagonal move through corners, and I applied this to objects as well. So if there was a 2x4 sarcophagus in front of you, you have to step to the side of it and move forward, no cutting corners. If it was a large one square crate I imagined it would be the same, no cutting corners through them either, at least not without an athletics check or acrobacy to nimbly leap over it. Anyway, maybe I have misinterpreted that rule but that's how I'm personally dealing with objects in a room, the same as corners of a wall.I generally prefer 1:1, the thing that does bug me is it's a little less intuitive to design maps. If you have a large room with an obstacle in the middle, it's probably not an obstacle at all since the PCs can go around it. Also, you can't have scattered squares of obstructed squares, since the PCs can just dodge around them--any difficult terrain has to be fairly large blocks.
I made a room where various items were scattered on the floor and they were meant to obstruct movement in the room, but everyone just zigged and zagged around the room with no difficulty.
Yay! I finally get to rail against the whole generalizations thing!
<-- Math major
Right, the specific circumstances was that there was an armory with gear scattered on the floor--weapons, shields, etc.--things that it would be hard to convince the players they couldn't cut the corner onMy understanding was that you cant do a diagonal move through corners, and I applied this to objects as well. So if there was a 2x4 sarcophagus in front of you, you have to step to the side of it and move forward, no cutting corners. If it was a large one square crate I imagined it would be the same, no cutting corners through them either, at least not without an athletics check or acrobacy to nimbly leap over it. Anyway, maybe I have misinterpreted that rule but that's how I'm personally dealing with objects in a room, the same as corners of a wall.