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<blockquote data-quote="Geron Raveneye" data-source="post: 4046708" data-attributes="member: 2268"><p>I don't know, unless all distances are suddenly measured in squares instead of feet, we're talking a character being able to move, at the same speed and velocity, move 30 feet in 5 seconds in one direction, and 40 feet in 6 seconds in a direction at a 45° angle to the first. Maybe people would be overreacting if they viewed D&D as nothing but a glorified board game, where at least SOME connection to reality isn't necessary at all to get into it, since it's not meant to be gotten into in the first place. But for those who try to think a bit beyond the "squares" and who assume that rules in one part of the game (combat movement) can be mapped on the rest of the game world (since movement is a very simple thing for a character, in- or outside of combat), this change makes for some very weird physical realities that pop up in the default game world of D&D all of a sudden. See fireballs taking cubic shape not just when the caster suddenly has to fry a bunch of orcs, but every time he casts it...unless the world will include a change of physical realities depending on if you are in combat or not. And in that case, I bet the after-combat talks will sound pretty weird sometimes. <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>And it's funny what two silly squares can create in terms of tactics in combat when you have a few players who really like to pounce on such inconsitencies in order to squeeze the most out of their character's combat potential. Remember...a player has to care about optimizing only one character, the DM needs to keep his eye on every damn NPC and monster in a fight. Wanna guess who loses sight of movement advantages by diagonal movement first? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> And I'm kinda sure that D&D will include plenty of options to increase your base movement speed, just as all the older editions had. And suddenly it's not just 2 squares, but maybe 4 or 5. Which means that, the faster you are naturally, the more reality warps when you go at odd angles in combat.</p><p></p><p>On the other hand, maybe it's simply some sort of heroic field characters emit, that not only enables them to take a lot more hits than the ordinary guy, but also warps reality around them in Far Realms proportions. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 4046708, member: 2268"] I don't know, unless all distances are suddenly measured in squares instead of feet, we're talking a character being able to move, at the same speed and velocity, move 30 feet in 5 seconds in one direction, and 40 feet in 6 seconds in a direction at a 45° angle to the first. Maybe people would be overreacting if they viewed D&D as nothing but a glorified board game, where at least SOME connection to reality isn't necessary at all to get into it, since it's not meant to be gotten into in the first place. But for those who try to think a bit beyond the "squares" and who assume that rules in one part of the game (combat movement) can be mapped on the rest of the game world (since movement is a very simple thing for a character, in- or outside of combat), this change makes for some very weird physical realities that pop up in the default game world of D&D all of a sudden. See fireballs taking cubic shape not just when the caster suddenly has to fry a bunch of orcs, but every time he casts it...unless the world will include a change of physical realities depending on if you are in combat or not. And in that case, I bet the after-combat talks will sound pretty weird sometimes. :lol: And it's funny what two silly squares can create in terms of tactics in combat when you have a few players who really like to pounce on such inconsitencies in order to squeeze the most out of their character's combat potential. Remember...a player has to care about optimizing only one character, the DM needs to keep his eye on every damn NPC and monster in a fight. Wanna guess who loses sight of movement advantages by diagonal movement first? ;) And I'm kinda sure that D&D will include plenty of options to increase your base movement speed, just as all the older editions had. And suddenly it's not just 2 squares, but maybe 4 or 5. Which means that, the faster you are naturally, the more reality warps when you go at odd angles in combat. On the other hand, maybe it's simply some sort of heroic field characters emit, that not only enables them to take a lot more hits than the ordinary guy, but also warps reality around them in Far Realms proportions. :lol: [/QUOTE]
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