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Non-Euclidean Geometry in 4E?
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<blockquote data-quote="Reaper Steve" data-source="post: 4045768" data-attributes="member: 51528"><p>Now this is genius! It strikes a fine balance, effectively enhancing play with a simpler system than 1-2-1-2, while still being reasonably close to geometry as we know it.</p><p></p><p>DMShoe... if it's not too late, think about this one. </p><p>(BTW, thanks for your posts and thoughts. I appreciate your argument, but I still think that 1:1 isn't the best decision, especially when one like this is available.)</p><p></p><p>Ranges and area effects are all 1:1. then in the movement rules, add "the first (and only the first) diagonal move of a creature's turn counts one additional square of movement."</p><p></p><p>Puggins: thanks. I'll keep this in the hip pocket if I stand deal with pure 1:1 but don't want to go ll the way to diagonal = 1.5</p></blockquote><p></p>
[QUOTE="Reaper Steve, post: 4045768, member: 51528"] Now this is genius! It strikes a fine balance, effectively enhancing play with a simpler system than 1-2-1-2, while still being reasonably close to geometry as we know it. DMShoe... if it's not too late, think about this one. (BTW, thanks for your posts and thoughts. I appreciate your argument, but I still think that 1:1 isn't the best decision, especially when one like this is available.) Ranges and area effects are all 1:1. then in the movement rules, add "the first (and only the first) diagonal move of a creature's turn counts one additional square of movement." Puggins: thanks. I'll keep this in the hip pocket if I stand deal with pure 1:1 but don't want to go ll the way to diagonal = 1.5 [/QUOTE]
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