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Non-Euclidean Geometry in 4E?
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<blockquote data-quote="Benimoto" data-source="post: 4046432" data-attributes="member: 40093"><p>Squares have 4 axis when you can move along the diagonal. He was saying that you need less blockers in a hex system than in a square system where you can't move diagonally.</p><p></p><p></p><p>You'll have to explain that better. I think the scenario that Nom was suggesting is where a line runs roughly along the line where the hexes intersect with a zigzig. The line enters a very small amount of most of the hexes along that line. So with a line that's 12 squares long, it's entering 16-23 hexes. Do all those hexes provide cover? How do you make an arbitrary ruling as to which they enter? </p><p></p><p>Is sitting there with a straightedge, checking which hexes were actually entered and which weren't actually any fun? And you'll have to sit there with a straightedge, since unlike with squares, there's no feasible mathematical way to solve the problem quickly.</p><p></p><p>Hexes are slightly more accurate but they still have problems. To me, the inability to easily represent rectangular areas is the main problem. Think of it this way: what shape are any of your hex maps? Without looking, I'm going to guess they're rectangular. Most constructed things are rectangular, and I want to be able to play with them without having to make a bunch of "is this 50% or more covered" rulings.</p></blockquote><p></p>
[QUOTE="Benimoto, post: 4046432, member: 40093"] Squares have 4 axis when you can move along the diagonal. He was saying that you need less blockers in a hex system than in a square system where you can't move diagonally. You'll have to explain that better. I think the scenario that Nom was suggesting is where a line runs roughly along the line where the hexes intersect with a zigzig. The line enters a very small amount of most of the hexes along that line. So with a line that's 12 squares long, it's entering 16-23 hexes. Do all those hexes provide cover? How do you make an arbitrary ruling as to which they enter? Is sitting there with a straightedge, checking which hexes were actually entered and which weren't actually any fun? And you'll have to sit there with a straightedge, since unlike with squares, there's no feasible mathematical way to solve the problem quickly. Hexes are slightly more accurate but they still have problems. To me, the inability to easily represent rectangular areas is the main problem. Think of it this way: what shape are any of your hex maps? Without looking, I'm going to guess they're rectangular. Most constructed things are rectangular, and I want to be able to play with them without having to make a bunch of "is this 50% or more covered" rulings. [/QUOTE]
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