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Non-Euclidean Geometry in 4E?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4044510" data-attributes="member: 710"><p>I am not convinced of this rule either and prefer the 1-2-1-2 rule.</p><p></p><p>But I feel tempted to defend it with all my heart and passion if people want to insult people that can accept or even prefer the rule.</p><p></p><p>So, well. The rule is the best thing since sliced bread. Really. I mean, if you move a square diagonally, you're obviously moving one square, not 1.5 or sometimes 1 and sometimes 2. So it makes totally sense and is consistent with how you actually move your miniature. </p><p>For area effects, you can still make templates, so you don't get stupid cubes. </p><p></p><p>For the "bypassing the defender" thing - what's actually described there is a corner case where the movement of the attacking monster just happens to be barely fast enough to reach the Fighter. If it was faster or closer, it could do the same with the alternate "counting methods".</p><p></p><p>Hexagonal movement works in 60° steps best, and Square movement in 90° steps. But if you go somewhere in between (in hex, that's means "sidewards", in Square it means diagonal) you end up with artifacts. The best way might indeed be to use a ruler (and possible a calculator + circle) and ignore any grid-notion of combat. But that's so videogamey (at least modern, 3D graphics cards accelerated video games that allow pixel-wise movement)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4044510, member: 710"] I am not convinced of this rule either and prefer the 1-2-1-2 rule. But I feel tempted to defend it with all my heart and passion if people want to insult people that can accept or even prefer the rule. So, well. The rule is the best thing since sliced bread. Really. I mean, if you move a square diagonally, you're obviously moving one square, not 1.5 or sometimes 1 and sometimes 2. So it makes totally sense and is consistent with how you actually move your miniature. For area effects, you can still make templates, so you don't get stupid cubes. For the "bypassing the defender" thing - what's actually described there is a corner case where the movement of the attacking monster just happens to be barely fast enough to reach the Fighter. If it was faster or closer, it could do the same with the alternate "counting methods". Hexagonal movement works in 60° steps best, and Square movement in 90° steps. But if you go somewhere in between (in hex, that's means "sidewards", in Square it means diagonal) you end up with artifacts. The best way might indeed be to use a ruler (and possible a calculator + circle) and ignore any grid-notion of combat. But that's so videogamey (at least modern, 3D graphics cards accelerated video games that allow pixel-wise movement) [/QUOTE]
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