Diagonals revisited

Carnivorous_Bean said:
And using a ruler to move your minis is another. 5 squares = 5 inches, in any direction. Simple, neat, effective.

Yeah, at this point I might just whip out my cloth tape measure and call it a day.
 

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For those who don't like 1-1-1-1, like myself, but are willing to give it a try, I made a motivational poster:

columpio.jpg

1-1-1-1

All you really need to understand is that it makes the game simpler and faster.
 


Argh my head.

n-dimentional space?
non-euclidian?

A lot of intense thought here, so let me step in with my infantile oppinions.

I like the shape better. Yeah I said it.

1-1-1-1 Is a big square. that doesn't seem to fit my world view.
1-2-1-2 Isn't circular but it's closer. it makes more sense to me

I'd draw it out but lunch is ready.

1-1 Is faster less thinking. More streamlined.
1-2 In my mind makes more sense.

1-2 get's my vote.
 


Kahuna Burger said:
and apparently melts your brain.... Where is that picture and what does it look like from other angles?
Assuming there are still no facing rules in 4E, it'd look pretty similar! ;)
 


For me the Eureka moment was when I realized that all distance in 4e is measured in squares, not feet. "Square" is the basic unit of measurement.

If you have a move of 6, you have a move of six squares. You do not have a move of 30 feet.

So you count your squares. One, two, three, four, five, six. That's how far you move. There's no "advantage" for moving diagonal because the unit of measurement is "square", not "feet".

For example: move a character six squares due north, and measure the distance to the original position with a piece of string. One way to describe the measurement is "six squares", another is "six inches". Now do a move diagonally and measure. One way to describe the distance is "six squares", another is "8.5 inches".

The key is that the game only cares about the first way to describe the measurement. The other way simply doesn't matter.

Since *all* distances and speeds in the game are based on squares, there is no advantage to moving diagonally. You don't get any farther away from the monster if you run in a diagonal as opposed to a straight line. Put your figures on a battlemat and count it out; you'll see. But put away the ruler--it's irrelevant to the game.
 

Zaruthustran said:
The key is that the game only cares about the first way to describe the measurement. The other way simply doesn't matter.

Since *all* distances and speeds in the game are based on squares, there is no advantage to moving diagonally. You don't get any farther away from the monster if you run in a diagonal as opposed to a straight line. Put your figures on a battlemat and count it out; you'll see. But put away the ruler--it's irrelevant to the game.

IF 4E really measures ALL distances and speeds in squares as measurements, it will nicely answer the question why it's, in my opinion, hopping one step closer to D&D - The Boardgame.

I'm keeping up my optimism, though, that this won't happen. I'd hate to describe my character as "One and a fifth square tall", really. :lol:
 

Zaruthustran said:
Since *all* distances and speeds in the game are based on squares, there is no advantage to moving diagonally.
Actually there IS.

Resuming, if you are a striker or controller in 4E, and want make it a bit harder for the enemies to reach you in melee, it's better to stay diagonally behind the party's defender instead of orthogonally.
By "a bit harder" I mean that the enemy, depending on the situation, will need to waste an extra round, or an extra action to get to you. Considering that "actions" is a worthy currency in 4E, it's always valid to squeeze a few more when you can. ;)
 

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