Diagonals revisited

Reaper Steve

Explorer
As the OP of the Non-Euclidean geometry rant, I shall take the liberty of revisiting the topic but will spare you from bringing that 600+ post back to necromantic unlife.

I must say that my opinion has changed. For 4E, 1:1 is the way to go. I have many justifications:
1) Most important, for issues of game balance, I recognize that a model MUST be able to move to any adjacent square (including diagonal) for a cost of 1.
2) After that, maintaining 1:1 is much easier and faster than 1-2-1-2. This doesn't always guarantee a loss of accuracy, only in extreme corner cases.
2a) I have no basis for this other than a feeling, but I think we will see some rule, power, etc that allows defenders (or anyone) to intercept a model attempting a crazy path to avoid it. If so, bonus! If not, it still does not invalidate this point or any others.
3) Like everything else in the game, movement is abstract. Applying an absolute movement scheme in a game where everything else is abstract is a bigger anomaly than perceived 'diagonal acceleration.'
4) Distance per time arguments hold no merit when all the other movements are factored in. Shifts, slides, pushes, pulls, and places--all additional movement that can happen during or out of turn--destroy this concept. By the time a model moves on its own, it pushed by A, pulled by B, slid by C, and placed by D, greater rifts to the Far Realms have been opened than the one caused by 2 'extra' squares when traveling purely diagonal. And I'm fine with all of those, would never question them, so I can't be concerned by the diagonal.
5) I looked at many other respected games that use squares and many of them use 1:1 diagonals. Most notable for me was Descent: Journeys in the Dark by FFG. 1:1 works fine for them.

I think I had a couple more points in favor, but I forgot them during my slow typing. I'll add them if I remember them.

Bottom Line: It took me a while, but now I am firmly behind 1:1 movement. There is much more to it than 'preserving geometry.' In fact, it's not about geometry at all.
 

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Reaper Steve said:
As the OP of the Non-Euclidean geometry rant, I shall take the liberty of revisiting the topic but will spare you from bringing that 600+ post back to necromantic unlife.

I must say that my opinion has changed. For 4E, 1:1 is the way to go. I have many justifications:
1) Most important, for issues of game balance, I recognize that a model MUST be able to move to any adjacent square (including diagonal) for a cost of 1.
2) After that, maintaining 1:1 is much easier and faster than 1-2-1-2. This doesn't always guarantee a loss of accuracy, only in extreme corner cases.
2a) I have no basis for this other than a feeling, but I think we will see some rule, power, etc that allows defenders (or anyone) to intercept a model attempting a crazy path to avoid it. If so, bonus! If not, it still does not invalidate this point or any others.
3) Like everything else in the game, movement is abstract. Applying an absolute movement scheme in a game where everything else is abstract is a bigger anomaly than perceived 'diagonal acceleration.'
4) Distance per time arguments hold no merit when all the other movements are factored in. Shifts, slides, pushes, pulls, and places--all additional movement that can happen during or out of turn--destroy this concept. By the time a model moves on its own, it pushed by A, pulled by B, slid by C, and placed by D, greater rifts to the Far Realms have been opened than the one caused by 2 'extra' squares when traveling purely diagonal. And I'm fine with all of those, would never question them, so I can't be concerned by the diagonal.
5) I looked at many other respected games that use squares and many of them use 1:1 diagonals. Most notable for me was Descent: Journeys in the Dark by FFG. 1:1 works fine for them.

I think I had a couple more points in favor, but I forgot them during my slow typing. I'll add them if I remember them.

Bottom Line: It took me a while, but now I am firmly behind 1:1 movement. There is much more to it than 'preserving geometry.' In fact, it's not about geometry at all.

Welcome to the dark side. :D

I was also opposed to the 1-1-1-1 diagonal movement. I hated it at first sight. But my group decided to try it before going on a rant. [This is amazing because I can so totally rant when I want to!] For us the deciding factor was that the new system is so much easier. It didn't feel any more abstract than the 1-2-1-2 system when we were using it, and play was much faster. For us, these were the deciding factors.
 


I used to participate in 'Scholar's Bowl'/'Quiz Bowl' type contests.

In my experience, second thoughts aren't notably more accurate that first thoughts.

Way to rationalize your way to acceptance. To be honest, I don't think its a big deal one way or the other. It's just that to me its indictive of the general approach.

I have no idea what the following means though:

"3) Like everything else in the game, movement is abstract. Applying an absolute movement scheme in a game where everything else is abstract is a bigger anomaly than perceived 'diagonal acceleration.'"

A square grid is an 'absolute movement scheme'. How does the game play differently if the grid is allowed to rotate? Assume a map where the corridors cannot be neatly divided into North/South and East/West. How does the effective size of rooms change based on how we orient the grid of squares on it? Suppose you were racing across this map. Wouldn't it likely be the case that the fastest route between two points did not correspond to the straightest line?

Maybe that explains how Batman and Chuck Norris always manage to get head of someone they are chasing?

In any event, if you can hand wave these issues, that's fine. I just don't see a reason to do so.
 


kennew142 said:
[This is amazing because I can so totally rant when I want to!] F.


we can rant if we want to
We can leave your friends behind
Cause your friends dont rant
And if they dont rant
Well they're no friends of mine
Say, we can go where we want to
A place where they will never find
And we can act like we come from out of this world
Because you're one far behind

We can rant

We can go where we want to
The night is young and so am i
And we can dress real neat
From out hats to our feet
Then surprise them with a big trick ride
Say, we can act if we want to
If we dont, nobody will
And you can act real rude
And totally removed
And i can act like an imbusil

Say, we can rant
We can rant
Everything's outta control

We can rant
We can rant
We're doing it more and more
We can rant
We can rant
Everybody look at your hands
We can rant
We can rant
Everybody's taking the cha-nce
It's safe to rant
Oh well, it's safe to rant
Yes, it's safe to rant

We can rant if we want to
We've got all your life and mine
As long as we abuse it
Never gonna lose it
Everything will work out right
I say, we can rant if we want to
We can leave your friends behind
Because your friends dont rant
And if they dont rant
Well they're no friends of mine

I say, we can rant
We can rant
Everything's outta control
We can rant
We can rant
We're doing it more and more
We can rant
We can rant
Everybody look at your hands
We can rant
We can rant
Everybody's taking the cha-ance
Well, it's safe to rant
Yes, it's safe to rant
Well, it's safe to rant
Oh well, it's safe to rant
Ah yes, it's safe to rant
Well, it's safe to rant
It's safe to rant
It's safe to rant
 

Celebrim said:
I used to participate in 'Scholar's Bowl'/'Quiz Bowl' type contests.
Me too! 6th in the Nation when I was a Junior. (Hey, finally found a place to brag.)

Regarding #3: sure the squares on your map are 'absolute' in the sense that you know exactly where they are and you can move 6 of them, but they are still abstract in function, just like HPs. The only game I know of that reasonably simulates absolute movement over finite time is Star Fleet Battles... and I won't touch that game if it's the last game on Earth.

And no, I didn't rationalize my acceptance, I analyzed the situation and saw the value in the design and the flaws in the counter-arguments.
Is it perfect? No. It is better than any other alternative in terms of complexity vs. value added? IMO, yes.
 

It does not wreck the game for me and is easy to house rule with string. But I don't like it, it didn't bother me as much when i played blood bowl, but it bothers me in a RPG.
 



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