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Diagonal wonkiness scenarios

It strikes me that some of the issues here are ones of immersion, goals in the game, and so on.

Me, I have at least somewhat of an immersive interest, so when mats and rules break from the gameworld, I have a problem with them, depending on severity.

The contradictory results of 1-1-1-1 force me into a state where I'm solely thinking in terms of gamerules, which seriously cuts into my enjoyment of the game.
 

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Sir Sebastian Hardin said:
I know what the rules say about it. I'm arguing if it is intuitive and logical for us, the players whatching this nonsense happening on our game tables.
I say it's intuitive and logical. The spell says "Blast 2" which means all squares up to 2 squares away are hit by it. Thus, the entire room is affected. "Are you within 2 squares? Then you're hit" Intuitive and logical.

As for "our eyes telling us one thing and the rules telling us another", I'd say to retrain your eyes to count squares instead of eyeballing and guessing distances as "Oh, I'm further away" when you didn't count the squares.
 

Consider
example.jpg


All lines are equidistant.

That's just f'd up, man.
 


Will said:
Me, I have at least somewhat of an immersive interest, so when mats and rules break from the gameworld, I have a problem with them, depending on severity.

The contradictory results of 1-1-1-1 force me into a state where I'm solely thinking in terms of gamerules, which seriously cuts into my enjoyment of the game.
I would argue that the mats and rules do not "break from the gameworld" because they are internally consistent every time. I agree that the gameworld breaks from the realworld. But inside the gameworld the rule is consistent and universally applied.

As for your last comment, well, I can't help you there. But I would urge you to try to think of all of the other times you have to think entirely in gameworld rules - levelling up, re-rolling crits, rolling damage, healing, making saving throws, grappling - and ask yourself "Does this 1-1-1 thing really make that much of a difference?"
 

Hong: I don't play any of those games.

Baberg: Well, clearly it DOES to me.

I mean, heck, if we're throwing geometry out the window, why not go whole hog? Make red and black checkered squares. Red squares cost 2 movement points! Adds tactical complexity. Doesn't make any sense, but it doesn't need to.

All those other gameworld rules have potential explanations within either a narrative or gameworld construct. And hell, people certainly argue about them.
 


Will said:
Baberg: Well, clearly it DOES to me.
You made it clear in the poll thread that 1-1-1 movement is a gamebreaker for you, so I'll stop trying to convince you otherwise. Have fun with your houserule.
 

Will said:
Hong: I don't play any of those games.

Baberg: Well, clearly it DOES to me.

I mean, heck, if we're throwing geometry out the window, why not go whole hog? Make red and black checkered squares. Red squares cost 2 movement points! Adds tactical complexity. Doesn't make any sense, but it doesn't need to.

All those other gameworld rules have potential explanations within either a narrative or gameworld construct. And hell, people certainly argue about them.

Honestly, unless you're somewhere on the OCD spectrum, I predict if you play with it for, say, 4-5 hours of actual combat, you'll get so used to it you won't notice it anymore. It happened to me, and I was coming from your viewpoint for sure before I tried it.
 

Sir Sebastian Hardin said:
I know what the rules say about it. I'm arguing if it is intuitive and logical for us, the players whatching this nonsense happening on our game tables.
On the game table, the room is a 5x5 square. The blast description says it affects a 5x5 square. What's nonsensical about that? :confused:

IanB said:
Honestly, unless you're somewhere on the OCD spectrum, I predict if you play with it for, say, 4-5 hours of actual combat, you'll get so used to it you won't notice it anymore. It happened to me, and I was coming from your viewpoint for sure before I tried it.
Me too.
 

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