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Diagonal Movement - Better or Worse?
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<blockquote data-quote="Bleoberis De Ganis" data-source="post: 4482485" data-attributes="member: 77687"><p>I like the ribbon idea - it makes sense - I'm just wandering how much more accurate it is. It doesn't solve the problem of area effects though, but I suppose you could mock something up.</p><p> </p><p>Math junkies don't like the 1:1 system because it is less accurate and less simulational, but D&D is soooo abstract distance and movement rules should be way way down their list of things that need to be "fixed".</p><p> </p><p>The thing is - the other variaties are only marginally more accurate and with the draw back of being a major pain in the backside (well not 'that' much of a pain, but still a pain.)</p><p> </p><p>How about circles. No - I'm not actually being sarcastic. When using custom maps the circles can be arranged in any way the designer wishes. On a large area they can be formed into a hex pattern. A winding tunnel can go all migledy pigledy all over the place. A corridor 2 wide - they can be placed in a paralell way like squares. Small rooms, where diagonals are less of an issue, can be placed in a square like pattern.</p><p> </p><p>Just a thought. It will take more imaginative design when doing battlemaps, but if you give it some serious thought you may realize that the idea isn't as stupid as it might sound.</p><p> </p><p>Basically - design the map first - add the circles later - touch up the map after so the circles can be jostled for better, more logical, placing.</p><p> </p><p>1 Move = 1 circle.</p><p> </p><p>Remember - the grids are there for easy use when moving, ranges and deciding if entities are caught in area effects. They are not there for accuracy - they aren't trying to make a fantasy ordinance survey map.</p><p> </p><p>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.</p></blockquote><p></p>
[QUOTE="Bleoberis De Ganis, post: 4482485, member: 77687"] I like the ribbon idea - it makes sense - I'm just wandering how much more accurate it is. It doesn't solve the problem of area effects though, but I suppose you could mock something up. Math junkies don't like the 1:1 system because it is less accurate and less simulational, but D&D is soooo abstract distance and movement rules should be way way down their list of things that need to be "fixed". The thing is - the other variaties are only marginally more accurate and with the draw back of being a major pain in the backside (well not 'that' much of a pain, but still a pain.) How about circles. No - I'm not actually being sarcastic. When using custom maps the circles can be arranged in any way the designer wishes. On a large area they can be formed into a hex pattern. A winding tunnel can go all migledy pigledy all over the place. A corridor 2 wide - they can be placed in a paralell way like squares. Small rooms, where diagonals are less of an issue, can be placed in a square like pattern. Just a thought. It will take more imaginative design when doing battlemaps, but if you give it some serious thought you may realize that the idea isn't as stupid as it might sound. Basically - design the map first - add the circles later - touch up the map after so the circles can be jostled for better, more logical, placing. 1 Move = 1 circle. Remember - the grids are there for easy use when moving, ranges and deciding if entities are caught in area effects. They are not there for accuracy - they aren't trying to make a fantasy ordinance survey map. 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. [/QUOTE]
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Diagonal Movement - Better or Worse?
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