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Non-Euclidean Geometry in 4E?
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<blockquote data-quote="Benimoto" data-source="post: 4046760" data-attributes="member: 40093"><p>It's really a pretty minor issue, and not one that crops up a lot, but with squares, you can determine with exact certainty if a certain square lies along a line with simple integer math. That's not possible with hexes. For some people, the math is quicker, and more intuitive than getting a straightedge down, moving all the intervening figures out of the way so it can lay straight, and making sure it's aligned exactly correctly.</p><p></p><p>My point is that if you want to use hexes to increase precision and reduce estimation, you aren't exactly succeeding.</p><p></p><p>As for me, to tell the truth, I'm pretty comfortable in almost any system. I think it's a little silly that we're arguing about a maximum 30% fudge factor (which I'll admit, is large) in a game where every member of a race moves the exact same speed unless they're a barbarian, monk or scout.</p></blockquote><p></p>
[QUOTE="Benimoto, post: 4046760, member: 40093"] It's really a pretty minor issue, and not one that crops up a lot, but with squares, you can determine with exact certainty if a certain square lies along a line with simple integer math. That's not possible with hexes. For some people, the math is quicker, and more intuitive than getting a straightedge down, moving all the intervening figures out of the way so it can lay straight, and making sure it's aligned exactly correctly. My point is that if you want to use hexes to increase precision and reduce estimation, you aren't exactly succeeding. As for me, to tell the truth, I'm pretty comfortable in almost any system. I think it's a little silly that we're arguing about a maximum 30% fudge factor (which I'll admit, is large) in a game where every member of a race moves the exact same speed unless they're a barbarian, monk or scout. [/QUOTE]
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