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="Arkhandus" data-source="post: 4044515" data-attributes="member: 13966"><p>Ia! Ia! Cthulhu ftagn! <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>Doesn't matter much to me, since I'm not buying into 4E. But I do prefer the 1-square-is-1-square method. It's just simplest and comes the most naturally; people are less likely to mess up when figuring out their movement, they'll get it figured out quicker, and I as DM don't have to manually calculate <em>every dang critter's and PC's movement</em> in exacting detail to be sure that it was right. So combat runs quicker and more smoothly.</p><p></p><p>And I handle the firecube problem by just ignoring WotC's silly wrong concept of how spell areas should be based on grid corners and how every square is affected if even just a little bit of the spell's area passes through the edge of the square. I use simple common sense to figure it out and not WotC's funny version of mathematics.</p><p></p><p>I'm all for abstraction in D&D, but not for throwing semi-realism completely out the window. It's not hard to ignore a minor oddity in diagonal movement, but it's more unusual to think of fireballs and cones of cold and other things behaving like massive collections of cubes. And similarly frustrating for WotC to treat every creature and object as though it has the body type and proportions of a Gelatinous Cube.</p><p></p><p></p><p>I like the Movement Point idea, though. It's not as slow to figure out as the 3.5 method, and more realistic than the alternatives, so it's not as much trouble.</p><p></p><p>And really, I just preferred the gridless movement me and my friends used in 2nd Edition. We'd tell the DM how many feet we'd move, in what direction, or we'd tell him how close we wanted to get to monster X or object Z, and our characters would move appropriately. The map grid was only a means of showing general positions and where each wall was.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4044515, member: 13966"] Ia! Ia! Cthulhu ftagn! :lol: Doesn't matter much to me, since I'm not buying into 4E. But I do prefer the 1-square-is-1-square method. It's just simplest and comes the most naturally; people are less likely to mess up when figuring out their movement, they'll get it figured out quicker, and I as DM don't have to manually calculate [I]every dang critter's and PC's movement[/I] in exacting detail to be sure that it was right. So combat runs quicker and more smoothly. And I handle the firecube problem by just ignoring WotC's silly wrong concept of how spell areas should be based on grid corners and how every square is affected if even just a little bit of the spell's area passes through the edge of the square. I use simple common sense to figure it out and not WotC's funny version of mathematics. I'm all for abstraction in D&D, but not for throwing semi-realism completely out the window. It's not hard to ignore a minor oddity in diagonal movement, but it's more unusual to think of fireballs and cones of cold and other things behaving like massive collections of cubes. And similarly frustrating for WotC to treat every creature and object as though it has the body type and proportions of a Gelatinous Cube. I like the Movement Point idea, though. It's not as slow to figure out as the 3.5 method, and more realistic than the alternatives, so it's not as much trouble. And really, I just preferred the gridless movement me and my friends used in 2nd Edition. We'd tell the DM how many feet we'd move, in what direction, or we'd tell him how close we wanted to get to monster X or object Z, and our characters would move appropriately. The map grid was only a means of showing general positions and where each wall was. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Non-Euclidean Geometry in 4E?
Top