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Non-Euclidean Geometry in 4E?
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<blockquote data-quote="Dausuul" data-source="post: 4044393" data-attributes="member: 58197"><p>This is true, and even with hexes or offset squares this problem will exist to some extent; as long as we have granular movement (i.e., count off squares/hexes/whatevers rather than measuring the actual distance), there will be circumstances in which one can go around an obstacle and not lose any time by doing so.</p><p></p><p>However, the further the movement system diverges from reality, the more pronounced this effect becomes. In the 1-2 system, it's relatively rare and can be handwaved without much trouble. With hexes it's a bit more pronounced, mostly due to the weirdness of east-west movement. With one-for-one diagonals, however, it's glaringly obvious.</p><p></p><p>I just hope 4E's system is flexible enough to accommodate people using hexes or 1-2 movement. As long as I can house-rule it, I can deal.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4044393, member: 58197"] This is true, and even with hexes or offset squares this problem will exist to some extent; as long as we have granular movement (i.e., count off squares/hexes/whatevers rather than measuring the actual distance), there will be circumstances in which one can go around an obstacle and not lose any time by doing so. However, the further the movement system diverges from reality, the more pronounced this effect becomes. In the 1-2 system, it's relatively rare and can be handwaved without much trouble. With hexes it's a bit more pronounced, mostly due to the weirdness of east-west movement. With one-for-one diagonals, however, it's glaringly obvious. I just hope 4E's system is flexible enough to accommodate people using hexes or 1-2 movement. As long as I can house-rule it, I can deal. [/QUOTE]
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