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<blockquote data-quote="Mouseferatu" data-source="post: 4043654" data-attributes="member: 1288"><p>Hmm...</p><p></p><p>I'll say again that, having used both methods in the past, I've found the "1 = 1" method to be far faster, smoother, and easier in game play.</p><p></p><p>The reason I have no cognitive dissonance with that is because of the way I've always viewed minis and maps. (I'm not saying this'll work for everyone, but if it helps, fantastic.)</p><p></p><p>Just as hit points are abstract, and location is abstract (a human doesn't actually take up a full 5-ft. square), I've always felt that, as represented on a battle grid, movement is abstract. (This is true regardless of whether you use squares or hexes, or whether you treat diagonal movement differently.) After all, if the figure isn't really taking up the full squares it passes through, then the path it covers <em>cannot</em> be a literal interpretation of the movement.</p><p></p><p>Even if you have two characters side by side on the grid, both moving 6 squares in the same direction, that's abstract. What if one person only "really" occupied the north side of his square, while the other one occupied the south side of his square? If they both move 6 squares south, they've moved the same distance <em>on the grid</em>, but one of them moved a few more feet in the reality of the game world.</p><p></p><p>Thus, when I see a miniature move from point X to point Y on the grid, I know that the character is taking <em>roughly</em>, but not exactly, the path by which the mini actually travels.</p><p></p><p>So when using the "1 = 1" rule, do I think that characters are actually moving faster on a diagonal? No. I simply assume that, due to whatever terrain and obstacles are scattered across the floor, the constant movement of all combatants, and the character's <em>actual</em> location (as opposed to which square he's in), that the character found a faster or more efficient way to get where he was going.</p><p></p><p>Abstract? Yes. But AFAIAC, it's <em>always</em> been that way. Using the "1 = 1" rule simply takes advantage of that abstraction in a manner that greatly speeds up and simplifies play. And honestly, I don't even bother to think about it much; because I already know that I <em>can</em> justify it to myself, I rarely if ever feel the need to actually <em>do</em> so.</p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 4043654, member: 1288"] Hmm... I'll say again that, having used both methods in the past, I've found the "1 = 1" method to be far faster, smoother, and easier in game play. The reason I have no cognitive dissonance with that is because of the way I've always viewed minis and maps. (I'm not saying this'll work for everyone, but if it helps, fantastic.) Just as hit points are abstract, and location is abstract (a human doesn't actually take up a full 5-ft. square), I've always felt that, as represented on a battle grid, movement is abstract. (This is true regardless of whether you use squares or hexes, or whether you treat diagonal movement differently.) After all, if the figure isn't really taking up the full squares it passes through, then the path it covers [i]cannot[/i] be a literal interpretation of the movement. Even if you have two characters side by side on the grid, both moving 6 squares in the same direction, that's abstract. What if one person only "really" occupied the north side of his square, while the other one occupied the south side of his square? If they both move 6 squares south, they've moved the same distance [i]on the grid[/i], but one of them moved a few more feet in the reality of the game world. Thus, when I see a miniature move from point X to point Y on the grid, I know that the character is taking [i]roughly[/i], but not exactly, the path by which the mini actually travels. So when using the "1 = 1" rule, do I think that characters are actually moving faster on a diagonal? No. I simply assume that, due to whatever terrain and obstacles are scattered across the floor, the constant movement of all combatants, and the character's [i]actual[/i] location (as opposed to which square he's in), that the character found a faster or more efficient way to get where he was going. Abstract? Yes. But AFAIAC, it's [i]always[/i] been that way. Using the "1 = 1" rule simply takes advantage of that abstraction in a manner that greatly speeds up and simplifies play. And honestly, I don't even bother to think about it much; because I already know that I [i]can[/i] justify it to myself, I rarely if ever feel the need to actually [i]do[/i] so. [/QUOTE]
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