Maximum deviation from direct line is 30 degrees on a hex grid and 45 degrees on a manhattan grid. Thus, if we call the distance moved 1 (conveniently making it the hypotenuse), then the straight-line distance is cos 30 (0.87), 13% less, for hex and cos 45 (0.71), 29% less, for manhattan.KarinsDad said:How so? You’ll have to illustrate this with an example. The directional constraints are a lot less than squares and the distance constraints are small.
Quite true. Nor is it played in only 3 axes. Any game on a gride ultimately fixates around the axes of the grid, which is one reason that more axes (even with non-simple metrics) provides fewer restrictions to play.KarinsDad said:And, DND is not played with orthogonal movement only.
Huh? How does that work if I run a long line across two adjacent hexrows, where it spends a large amount of time clipping alternate hexes? Yes, you could rule on the 50% crossing point, assuming you can eyeball this accurately, but that isn't nearly as simple as "if it clips it, it's in".KarinsDad said:Draw a line or hold a string up. Cover exists if a hex has 50% or more of it on the side granting cover. That’s just as easy of a rule as "if a line drawn through any" of 3.5 for squares.
Obviously you're better at on-the-fly trig than I am; I struggled with it for about 6 years of playing Battletech, and is why I loathe mixing hexes and LoS.KarinsDad said:I fail to see this as hindering game play in any way.
It's a function of degrees of freedom. With 2 axes, you only need 2 people to block half the movement options. With 3, you need 3. With 4, you need four. Try your example again with hexes by rotating onto the hex-row - you either need to block along a hex-row (and thus not truly normal to movement) or have a double row in the same way as diagonals need a double row.TwinBahamut said:Really, I know this has very little to do with the change from 1,2,1,2 counting and diagonal=1 counting, but it rubs me the wrong way. However, in "manhattan geometry" or a hex grid this situation is not present (or at least a lot better hidden), which I think is a decent enough argument for using one of those systems.
Aexalon said:Not necessarely. The area of effect you're describing looks a bit more like a 12.5' radius circle anyway. Which would indeed be 5pts in a 5' = 2pts metric.
Deset Gled said:I believe I woud file this change under "mistakes not learned from".
In 3.5, they wanted Power Attack to be more powerful. If you follow the math that is consistent with the rest of the game and is most balanced, you would change it so that light weapons add 0.5 damage for each point of penalty spent, one-handed weapons give 1, and two-handed weapons give 1.5. But, since that would make the math more difficult, WotC decided it was best to damn the math and go with 0-1-2 (respectively) instead.
Here, again, they have decided to sacrifice realism for the sake of quick playability that requires less math, in a way that will be amazingly controvertial, and allows players to munchkinize rounding errors. IMO, they have gone too far in search of simplicity, to the point that it will actually make things more complicated when people learn that they can play games with diagonals.
Hussar said:Try to run your next adventure with this system of counting squares. Pick a module at random, use 4 pregen PC's and test it out.
Come back when you've finished and share your results. Right now I'm seeing all sorts of hypothetical sitations that are just that - hypothetical. The real test is in play.
The new charge rule is from Saga too.Steely Dan said:Tried it out in a one-off combat between a Hezrou and 3 vrocks against a party of 5 characters (a psion, spirit shaman, barbarian/ranger, psychic rogue and a fighter/divine bard/hammer of Moradin), and it worked out just lovely, especially with the withdraw rule from Saga and the new charge rule from DDM – lots of ebb and flow juiciness.
ainatan said:The new charge rule is from Saga too.
Steely Dan said:Tried it out in a one-off combat between a Hezrou and 3 vrocks against a party of 5 characters (a psion, spirit shaman, barbarian/ranger, psychic rogue and a fighter/divine bard/hammer of Moradin), and it worked out just lovely, especially with the withdraw rule from Saga and the new charge rule from DDM – lots of ebb and flow juiciness.
Yeah, that's new.Steely Dan said:No, we're using the new charge rule from 2.0 DDM (standard action, do not have to charge in a straight line, can move through an allies square).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.