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Non-Euclidean Geometry in 4E?
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<blockquote data-quote="Kobu" data-source="post: 4045889" data-attributes="member: 12434"><p>This rule change is great. It's going to get more groups to switch to hexes.</p><p></p><p>The two arguments in favor of squares that I concede to go right out the window with 1-1 diagonal movement. These were:</p><p></p><p>1. Movement in certain directions on a hex is "weird". It's true, you have to abstract a bit to understand the zig-zag movement. The warped space with diagonals though is much stranger and there's no real way to justify it. When rotating the grid alignment makes all the difference in the world for tactics, something is very wrong.</p><p></p><p>2. Circles for large AoEs are better emulated on square grids. The larger the spread, the better it approximates a circle. Large spreads on hexes tend to end up looking more like hexagons or triangles. It doesn't come up much where anyone will notice, but firecubes will come up every single time. Cones too are either horribly warped or have to use a system that doesn't match movement.</p></blockquote><p></p>
[QUOTE="Kobu, post: 4045889, member: 12434"] This rule change is great. It's going to get more groups to switch to hexes. The two arguments in favor of squares that I concede to go right out the window with 1-1 diagonal movement. These were: 1. Movement in certain directions on a hex is "weird". It's true, you have to abstract a bit to understand the zig-zag movement. The warped space with diagonals though is much stranger and there's no real way to justify it. When rotating the grid alignment makes all the difference in the world for tactics, something is very wrong. 2. Circles for large AoEs are better emulated on square grids. The larger the spread, the better it approximates a circle. Large spreads on hexes tend to end up looking more like hexagons or triangles. It doesn't come up much where anyone will notice, but firecubes will come up every single time. Cones too are either horribly warped or have to use a system that doesn't match movement. [/QUOTE]
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