mach1.9pants said:WTF does "Iä! Iä! Diagonal Ftagn!" mean????
A reference to Cthulhu as a world with 1-1-1 geometry would be so twisted, alien and incomprehendable by humans that it would only fit in a Lovecraft horror story.
mach1.9pants said:WTF does "Iä! Iä! Diagonal Ftagn!" mean????
This is the Internet.Kunimatyu said:Good on you for thinking things out and coming to a different conclusion based on your thoughts. Not everyone does that often.
I would hate any 'battlegame' / wargame / whatever, whose rules tried to suggest that ~1.4 should further be approximated, more appropriately, as 1.0 than as 1.5. . . personally, anyway.Geron Raveneye said:It's simply one more step towards D&D: The Boardgame, the multimedial tactical online-tabletop-dungeoncrawl battlegame.![]()
Celebrim said:My calculation can be represented by:
NetValue(x) = AddedValue(x)/Complexity(x)
AddedValue('1-1-1-1') = 0. Complexity('1-1-1-1') = 1.
NetValue('1-1-1-1') = 0/1 = 0
By this reasoning it is completely pointless to have dwarves and halflings have a slower movement than elves and humans. After all, the magnitude of the difference is less for racial difference than for wrong math diagonals. (A dwarf running along a diagonal is faster than a human running with the grid.) All the issues and abstractions you list cause the racial difference to become irrelevant by a wider margin than they do 1/1/1/1.Reaper Steve said: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.
And here you do win.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.
BryonD said:By this reasoning it is completely pointless to have dwarves and halflings have a slower movement than elves and humans. After all, the magnitude of the difference is less for racial difference than for wrong math diagonals.
(A dwarf running along a diagonal is faster than a human running with the grid.)
All the issues and abstractions you list cause the racial difference to become irrelevant by a wider margin than they do 1/1/1/1.
And now that I have agreed to this truth, there is no further need for my involvement in this thread.
D&D movement and position is uncertain even in 3E. Try locating the rider on the 10' square horse, for example....ThirdWizard said:D&D 4e Movement as electron clouds, or in this case "Character Clouds?"
I'll begin working on my Heisenberg Uncertainty Stabbity Principle where if you stab something you can deal damage to it, but by doing so you can no longer pinpoint its exact location and have to roll a d20 to find it. I shall call this an "attack roll." Nobel Prize, here I come!