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="Nom" data-source="post: 4045968" data-attributes="member: 56980"><p>Actually, they cause a variety of problems, some of which are not shared by square grid metrics.</p><p></p><p>Hexes constrain in <em>exactly</em> the same way that manhattan distance (orthogonal only) squares do. It's just not quite as noticeable because you have 3 axes of freedom rather than two.</p><p></p><p>I've also noticed some people running the 'diamond' argument. That applies to hexes too. Set up two guys on a spline. Any path from one to the other is the same length, which means that a guy in the middle can be bypassed for no additional movement cost unless he can block the entire width.</p><p></p><p>Similarly, a hex grid ends up in <em>exactly</em> the same situation as square grids vs distance on and off prime axis (oddly, the diagonal axes becomes the prime axes under the 4E system). I've played a number of space combat games on hexes, and one always ends up manoeuvring around the splines. Admittedly, those games including 6-direction facing.</p><p></p><p>No grid can achieve an exact distance measurement. It's not accurate vs non-accurate; it's about how much inaccuracy you are willing to put up with.</p><p>That's not a feature of hexes. That's just because you are using military wargame style hex maps. I have seen square maps with the same features.</p><p>Assuming you are happy with "circle" = "hex" and "cone" = "60 degree triangle". Which is fundamentally the same abstraction as "circle" = "square" and "cone" = "45 or 90 degree square/triangle". D&D 3.5 at least produced shapes that were significantly <em>more</em> circular / conic than the grid.</p><p></p><p></p><p>Hexes do have one failing that is unique - they are not monotonic to intersecting lines.</p><p></p><p>Draw any line across a square grid. Unless it lies on a grid line, there is <em>always</em> a single crossing point from any row or column to the next row or column. In contrast, many lines on hexes will spend some time in the zig-zag between two hexrows. This becomes a pain when trying to calculate sight lines or cover, as the "direct path" between two hexes is non-unique.</p><p></p><p></p><p>It's important to consider the difference between hexes, manhattan (orthogonal) squares, cheybeshev (diagonal = 1) squares, and the diagonal = 1.5 squares approximation. Hexes and manhattan squares are mathematically identical with the exception of 2 vs 3 axes of movement. Non-manhattan square models offer 4 axes of movement, but with artefacts on distance metrics.</p><p></p><p></p><p>As for other models, I've played a couple of games with the '1st diagonal costs double' model (eg a mini-game in Star Frontiers' Volturnus series, which incidentally normally counted hexes as 1). It ultimately plays almost identically to diagonal = 1, except that:</p><p>(1) slower creatures suffer a greater penalty.</p><p>(2) one ends up with a concave movement area (diamond with extra bits on orthogonals), which is the opposite of a "realistic" convex area.</p><p>Thus, you end up with a "quirky" mechanic without really gaining anything.</p><p></p><p>The opposite alternative, which I rather like in terrain-rich environments, is that diagonals count not double but +1. It means that a diagonal in clear terrain is the same as orthogonal (unless the orthogonal is blocked!), but you gain speed moving over difficult terrain.</p><p></p><p>For me, though, the most telling argument is the unification of movement distance and range. Any model that penalises up-front means that an adjacent diagonal is range 2 while an adjacent orthogonal is range 1, which then means we need a 3.5-esque exception to handle that case.</p></blockquote><p></p>
[QUOTE="Nom, post: 4045968, member: 56980"] Actually, they cause a variety of problems, some of which are not shared by square grid metrics. Hexes constrain in [i]exactly[/i] the same way that manhattan distance (orthogonal only) squares do. It's just not quite as noticeable because you have 3 axes of freedom rather than two. I've also noticed some people running the 'diamond' argument. That applies to hexes too. Set up two guys on a spline. Any path from one to the other is the same length, which means that a guy in the middle can be bypassed for no additional movement cost unless he can block the entire width. Similarly, a hex grid ends up in [i]exactly[/i] the same situation as square grids vs distance on and off prime axis (oddly, the diagonal axes becomes the prime axes under the 4E system). I've played a number of space combat games on hexes, and one always ends up manoeuvring around the splines. Admittedly, those games including 6-direction facing. No grid can achieve an exact distance measurement. It's not accurate vs non-accurate; it's about how much inaccuracy you are willing to put up with. That's not a feature of hexes. That's just because you are using military wargame style hex maps. I have seen square maps with the same features. Assuming you are happy with "circle" = "hex" and "cone" = "60 degree triangle". Which is fundamentally the same abstraction as "circle" = "square" and "cone" = "45 or 90 degree square/triangle". D&D 3.5 at least produced shapes that were significantly [i]more[/i] circular / conic than the grid. Hexes do have one failing that is unique - they are not monotonic to intersecting lines. Draw any line across a square grid. Unless it lies on a grid line, there is [i]always[/i] a single crossing point from any row or column to the next row or column. In contrast, many lines on hexes will spend some time in the zig-zag between two hexrows. This becomes a pain when trying to calculate sight lines or cover, as the "direct path" between two hexes is non-unique. It's important to consider the difference between hexes, manhattan (orthogonal) squares, cheybeshev (diagonal = 1) squares, and the diagonal = 1.5 squares approximation. Hexes and manhattan squares are mathematically identical with the exception of 2 vs 3 axes of movement. Non-manhattan square models offer 4 axes of movement, but with artefacts on distance metrics. As for other models, I've played a couple of games with the '1st diagonal costs double' model (eg a mini-game in Star Frontiers' Volturnus series, which incidentally normally counted hexes as 1). It ultimately plays almost identically to diagonal = 1, except that: (1) slower creatures suffer a greater penalty. (2) one ends up with a concave movement area (diamond with extra bits on orthogonals), which is the opposite of a "realistic" convex area. Thus, you end up with a "quirky" mechanic without really gaining anything. The opposite alternative, which I rather like in terrain-rich environments, is that diagonals count not double but +1. It means that a diagonal in clear terrain is the same as orthogonal (unless the orthogonal is blocked!), but you gain speed moving over difficult terrain. For me, though, the most telling argument is the unification of movement distance and range. Any model that penalises up-front means that an adjacent diagonal is range 2 while an adjacent orthogonal is range 1, which then means we need a 3.5-esque exception to handle that case. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Non-Euclidean Geometry in 4E?
Top