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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Non-Euclidean Geometry in 4E?
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<blockquote data-quote="KarinsDad" data-source="post: 4043807" data-attributes="member: 2011"><p>Not necessarily "must". It depends on the movement rules as explained below.</p><p></p><p></p><p></p><p>I appreciate you being honest.</p><p></p><p>The question I have to ask is, how is right and left (or 90 degree) movement any different and "more realistic" than 60 degree movement or 32 degree movement or 103 degree movement or any other direction of movement?</p><p></p><p>Sure, WotC has trained everyone to draw a bunch of rectangular shaped rooms with rectangular shaped 90 degree corridors coming off of them, but that is not how many medieval and other ancient structures were actually shaped. It is a conditioning that WotC and the DND game in general has given to players. Ancient rooms in the real world have many different shapes. Many are rectangular, but many are not. And very few of them have two dimensions that have least common denominators of 5 feet. The 3E rules have shoehorned DMs into these dimensions and shapes.</p><p></p><p>With regard to perpendicular corridors, it really is no different than non-perpendicular angled corridors with squares. The same issue arises. When we used hexes in our game in the past, we also allowed for the use of two "half hexes". So, a 90 degree 5 foot wide corridor off a room would be a hex followed by two half hexes followed by another hex, etc.</p><p></p><p>Course, if you rotate the hex map by 90 degrees, there is a hex line going up that corridor and the issue is more minimal.</p><p></p><p>A similar partial grid rule would be needed for strange angle corridors, both with squares and with hexes. And why shouldn't tunnels twist and turn except in 90 degree increments?</p><p></p><p>I can see how squares allow for easy drawing and movement for the perpendicular corridor scenario 50% of the time (the other 50%, hexes work more or less the same). But, it really is not an issue if the movement rules allow for it.</p><p></p><p></p><p>So, getting back to your question, one has to ask: Why is 90 degrees 5x5 LCD sized areas so darn important to your game? Why are you locked into such a mindset? Even with rectangular shaped rooms, why can't rooms be 12x16 feet like in my house and be considered "realistic"?</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4043807, member: 2011"] Not necessarily "must". It depends on the movement rules as explained below. I appreciate you being honest. The question I have to ask is, how is right and left (or 90 degree) movement any different and "more realistic" than 60 degree movement or 32 degree movement or 103 degree movement or any other direction of movement? Sure, WotC has trained everyone to draw a bunch of rectangular shaped rooms with rectangular shaped 90 degree corridors coming off of them, but that is not how many medieval and other ancient structures were actually shaped. It is a conditioning that WotC and the DND game in general has given to players. Ancient rooms in the real world have many different shapes. Many are rectangular, but many are not. And very few of them have two dimensions that have least common denominators of 5 feet. The 3E rules have shoehorned DMs into these dimensions and shapes. With regard to perpendicular corridors, it really is no different than non-perpendicular angled corridors with squares. The same issue arises. When we used hexes in our game in the past, we also allowed for the use of two "half hexes". So, a 90 degree 5 foot wide corridor off a room would be a hex followed by two half hexes followed by another hex, etc. Course, if you rotate the hex map by 90 degrees, there is a hex line going up that corridor and the issue is more minimal. A similar partial grid rule would be needed for strange angle corridors, both with squares and with hexes. And why shouldn't tunnels twist and turn except in 90 degree increments? I can see how squares allow for easy drawing and movement for the perpendicular corridor scenario 50% of the time (the other 50%, hexes work more or less the same). But, it really is not an issue if the movement rules allow for it. So, getting back to your question, one has to ask: Why is 90 degrees 5x5 LCD sized areas so darn important to your game? Why are you locked into such a mindset? Even with rectangular shaped rooms, why can't rooms be 12x16 feet like in my house and be considered "realistic"? [/QUOTE]
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