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How did 4e take simulation away from D&D?
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<blockquote data-quote="Nichwee" data-source="post: 5491568" data-attributes="member: 84242"><p>Diagonals in D&D don't let you go further (in map terms) they just let you go directly.</p><p>i.e </p><p>If you want to reach a given point you don't care if that point is on a diagonal or a straight you head towards it. And yes you can hit the issue of a wall to your right is X squares away, a wall in front is Y squares away and the corner joining the to is max(X,Y) instead of sqrt(X*X+Y*Y) but the same is true of any effect that you, or anyone else uses. So it does you no good to "game" your movement along diagonals as the rest of the universe will not note how this was different than turning to face the diagonal and walking straight. The only thing diagonals stop you doing is walking the outside of the triangle - which is a dumb way to walk in any situation (except when you walk down corridors or street that have terrain stopping the direct route).</p><p></p><p>If you want to get away from something it doesn't matter if you go diagonally or not you still end up "speed" away from where you started.</p><p></p><p>All the 1-1-1-1 diagonals did was "muddy" the distances in real life terms:</p><p>A room is 4x4 (squares) and the diagonal is 4 squares. So the room is 20x20 ft with a 20ft diagonal = Nonsense.</p><p>But if the room is 15-20 x 15-20 ft (3-4sq by 3-4sq rounding up) with a 20-25ft (4-5sq rounding down) diagonal = not so bad.</p></blockquote><p></p>
[QUOTE="Nichwee, post: 5491568, member: 84242"] Diagonals in D&D don't let you go further (in map terms) they just let you go directly. i.e If you want to reach a given point you don't care if that point is on a diagonal or a straight you head towards it. And yes you can hit the issue of a wall to your right is X squares away, a wall in front is Y squares away and the corner joining the to is max(X,Y) instead of sqrt(X*X+Y*Y) but the same is true of any effect that you, or anyone else uses. So it does you no good to "game" your movement along diagonals as the rest of the universe will not note how this was different than turning to face the diagonal and walking straight. The only thing diagonals stop you doing is walking the outside of the triangle - which is a dumb way to walk in any situation (except when you walk down corridors or street that have terrain stopping the direct route). If you want to get away from something it doesn't matter if you go diagonally or not you still end up "speed" away from where you started. All the 1-1-1-1 diagonals did was "muddy" the distances in real life terms: A room is 4x4 (squares) and the diagonal is 4 squares. So the room is 20x20 ft with a 20ft diagonal = Nonsense. But if the room is 15-20 x 15-20 ft (3-4sq by 3-4sq rounding up) with a 20-25ft (4-5sq rounding down) diagonal = not so bad. [/QUOTE]
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How did 4e take simulation away from D&D?
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