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Non-Euclidean Geometry in 4E?
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<blockquote data-quote="Zinovia" data-source="post: 4043363" data-attributes="member: 57373"><p>We've always managed to get by with the big vinyl hex map we bought many years ago for Rolemaster (during the D&D is boring! phase of our gaming). I agree that it's harder to draw buildings, but if needed, we just grab a ruler to draw buildings at 1 inch = 5'. Spell shapes are more natural, movement is more natural. Drawing square buildings is harder and you do wind up with half-hexes. The grid is just a guideline for where things are and how far we can move. If someone is overlapping a hex in a skinny corridor, who cares? In a squares based system you wind up with partial squares any time you are in a natural cavern, or something that isn't built in exactly 5' increments. /shrug You pays your money, you takes your choice.</p><p></p><p>I've never played with the 1,2,1 rule for diagonals, and in reading it, always thought it sounded like a PITA to count, just because of the odd directions people may move in combat to avoid foes and obstacles. It's not that we can't count, but more that we often don't move in straight lines. </p><p></p><p>We never worried about the 6 flankers vs 8 change as we only have 5 people in the party, plus an animal companion. 6 is enough in the very rare case that we're all in melee range of a single target. I suppose it's a matter of what you're used to, but hexes work for some of us. It will be interesting seeing what effect, if any, we'll see going to a game where ranges are given in squares rather than feet. Probably none as the hexes are close enough in size.</p></blockquote><p></p>
[QUOTE="Zinovia, post: 4043363, member: 57373"] We've always managed to get by with the big vinyl hex map we bought many years ago for Rolemaster (during the D&D is boring! phase of our gaming). I agree that it's harder to draw buildings, but if needed, we just grab a ruler to draw buildings at 1 inch = 5'. Spell shapes are more natural, movement is more natural. Drawing square buildings is harder and you do wind up with half-hexes. The grid is just a guideline for where things are and how far we can move. If someone is overlapping a hex in a skinny corridor, who cares? In a squares based system you wind up with partial squares any time you are in a natural cavern, or something that isn't built in exactly 5' increments. /shrug You pays your money, you takes your choice. I've never played with the 1,2,1 rule for diagonals, and in reading it, always thought it sounded like a PITA to count, just because of the odd directions people may move in combat to avoid foes and obstacles. It's not that we can't count, but more that we often don't move in straight lines. We never worried about the 6 flankers vs 8 change as we only have 5 people in the party, plus an animal companion. 6 is enough in the very rare case that we're all in melee range of a single target. I suppose it's a matter of what you're used to, but hexes work for some of us. It will be interesting seeing what effect, if any, we'll see going to a game where ranges are given in squares rather than feet. Probably none as the hexes are close enough in size. [/QUOTE]
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