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*Pathfinder & Starfinder
Diagonals revisited
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<blockquote data-quote="HeinorNY" data-source="post: 4069144" data-attributes="member: 16178"><p>Counting squares is so complicated, moving miniatures on a grid so cumbersome. I hope in 5E they quit with all the movement counting at all. It's so abstract anyway. Why keep wasting time since squares mean nothing and also everything we want? Moving a square means 5ft, 10ft, 2 meters? The creature occupies a square but it isn't a square? The rider is an electron? The big square on the grid is actually a circle?</p><p></p><p>Just make a move roll. </p><p></p><p>For humans:</p><p></p><p>11-20= You reach the place you wanted to go</p><p>1-10 = You don't reach the place you wanted to go.</p><p></p><p>Faster creatures gain a bonus, slower creatures gain a penalty.</p><p></p><p>For area spells, roll a dice to see how many enemies are caught in the area. Since the battlefield is so abstract anyway, like an electron cloud, I see know problems with that right?</p><p></p><p>Oh but we all like tactical combat, don't we? Well let me tell you something:</p><p></p><p>More abstraction = less tactics.</p><p></p><p>How much tactics are you willing to give up to gain simplicity by abstratcion?</p><p>Can't we make it simpler and faster without losing the tactical element? It's so easy to make it simpler by adding lots of abstraction, but couldn't be there a better choice?</p></blockquote><p></p>
[QUOTE="HeinorNY, post: 4069144, member: 16178"] Counting squares is so complicated, moving miniatures on a grid so cumbersome. I hope in 5E they quit with all the movement counting at all. It's so abstract anyway. Why keep wasting time since squares mean nothing and also everything we want? Moving a square means 5ft, 10ft, 2 meters? The creature occupies a square but it isn't a square? The rider is an electron? The big square on the grid is actually a circle? Just make a move roll. For humans: 11-20= You reach the place you wanted to go 1-10 = You don't reach the place you wanted to go. Faster creatures gain a bonus, slower creatures gain a penalty. For area spells, roll a dice to see how many enemies are caught in the area. Since the battlefield is so abstract anyway, like an electron cloud, I see know problems with that right? Oh but we all like tactical combat, don't we? Well let me tell you something: More abstraction = less tactics. How much tactics are you willing to give up to gain simplicity by abstratcion? Can't we make it simpler and faster without losing the tactical element? It's so easy to make it simpler by adding lots of abstraction, but couldn't be there a better choice? [/QUOTE]
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