Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Diagonals revisited
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Reaper Steve" data-source="post: 4068511" data-attributes="member: 51528"><p>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.</p><p></p><p>I must say that my opinion has changed. For 4E, 1:1 is the way to go. I have many justifications:</p><p>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.</p><p>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.</p><p>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.</p><p>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.'</p><p>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.</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Reaper Steve, post: 4068511, member: 51528"] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Diagonals revisited
Top