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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Non-Euclidean Geometry in 4E?
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="KarinsDad" data-source="post: 4043589" data-attributes="member: 2011"><p>Why would a creature take up space between 3 and 7 hexes? With hexes, creatures would take up a 1 hex space or 3 hex space or 7 hex space, etc.</p><p></p><p>Does 3.5 creatures take up space between 1 and 4 squares, or 4 and 9 squares? No, they take up 1 or 4 or 9 or 16.</p><p></p><p>Your point here is irrelevant and applies to squares exactly like it does hexes.</p><p></p><p>And, there are no facing issues with 1 or 3 or 7 hex spaced creatures. Or at least you haven't illustrated one yet.</p><p></p><p></p><p></p><p>This is blatantly false. With squares, there are 3 possible different results (no AoO possible, 1 AoO possible, and 2 AoOs possible), all depending on which direction opponents flank and which direction the target moves. Flank does not always mean the same thing.</p><p></p><p>With hexes, there is 1 possible result (1 AoO possible), regardless of movement away. Flank always means the exact same thing. With hexes, a person IS putting up a better guard against one of his flankers than the other. It is squares where that is not necessarily the case.</p><p></p><p>Consistency is vastly superior to a bunch of different results, all depending on how someone is flanked and based on metagaming results due to the mathematics of squares and the AoO rules.</p><p></p><p>There is no such thing as AoO in real life. If there were, there would be no 0 through 2 AoOs possible based on whether the flank is N/S versus NE/SW. In real life, all directions of the compass are the same. This is not true for squares, but it is for hexes.</p><p></p><p></p><p></p><p>Squares have the same issue. A 5 foot wide diagonal corridor on squares has ZERO actual squares in it.</p><p></p><p>Plus, your concept of "standard designs" implies dimensions based on 5 foot least common denominators. A fact of 3E, but an undesirable one. Why is nearly every room rectangular in 3.5 and these rectangular rooms rarely are at angles other than 90 degrees from each other and these rooms have dimensions of multiples of 5 feet?</p><p></p><p>Because of the stupid square grid design of rules. What a limitation!</p><p></p><p></p><p></p><p>So far, you have yet to illustrate it. 2 out of 3 of the disadvantages that you have claimed for hexes also exist for squares and the 3rd one is obviously advantage hexes.</p><p></p><p>I'm willing to listen to real factual disadvantages that do not also apply to squares, but so far you have yet to illustrate one.</p><p></p><p>I'm not claiming that Hexes have no limitations. I'm claiming that every limitation that Hexes have, Squares also have. However, Hexes have advantages that Squares do not have.</p><p></p><p>There is a reason most wargames from the 60s and 70s used hexes and games like HEROES still do so.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4043589, member: 2011"] Why would a creature take up space between 3 and 7 hexes? With hexes, creatures would take up a 1 hex space or 3 hex space or 7 hex space, etc. Does 3.5 creatures take up space between 1 and 4 squares, or 4 and 9 squares? No, they take up 1 or 4 or 9 or 16. Your point here is irrelevant and applies to squares exactly like it does hexes. And, there are no facing issues with 1 or 3 or 7 hex spaced creatures. Or at least you haven't illustrated one yet. This is blatantly false. With squares, there are 3 possible different results (no AoO possible, 1 AoO possible, and 2 AoOs possible), all depending on which direction opponents flank and which direction the target moves. Flank does not always mean the same thing. With hexes, there is 1 possible result (1 AoO possible), regardless of movement away. Flank always means the exact same thing. With hexes, a person IS putting up a better guard against one of his flankers than the other. It is squares where that is not necessarily the case. Consistency is vastly superior to a bunch of different results, all depending on how someone is flanked and based on metagaming results due to the mathematics of squares and the AoO rules. There is no such thing as AoO in real life. If there were, there would be no 0 through 2 AoOs possible based on whether the flank is N/S versus NE/SW. In real life, all directions of the compass are the same. This is not true for squares, but it is for hexes. Squares have the same issue. A 5 foot wide diagonal corridor on squares has ZERO actual squares in it. Plus, your concept of "standard designs" implies dimensions based on 5 foot least common denominators. A fact of 3E, but an undesirable one. Why is nearly every room rectangular in 3.5 and these rectangular rooms rarely are at angles other than 90 degrees from each other and these rooms have dimensions of multiples of 5 feet? Because of the stupid square grid design of rules. What a limitation! So far, you have yet to illustrate it. 2 out of 3 of the disadvantages that you have claimed for hexes also exist for squares and the 3rd one is obviously advantage hexes. I'm willing to listen to real factual disadvantages that do not also apply to squares, but so far you have yet to illustrate one. I'm not claiming that Hexes have no limitations. I'm claiming that every limitation that Hexes have, Squares also have. However, Hexes have advantages that Squares do not have. There is a reason most wargames from the 60s and 70s used hexes and games like HEROES still do so. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Non-Euclidean Geometry in 4E?
Top