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Non-Euclidean Geometry in 4E?
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<blockquote data-quote="KarinsDad" data-source="post: 4049946" data-attributes="member: 2011"><p>That might do it.</p><p></p><p>Pick an end point to move to. Any hex not in a straight line (i.e. in any hex on a straight line to that point) costs double movement (or some such).</p><p></p><p>However, I suspect this might be annoying for some people to calculate while moving their PC (like 1 2 1 2 for diagonals, not hard, but just a bit of a pain for some people).</p><p></p><p></p><p>An alternative easier solution is to just not worry about it at all.</p><p></p><p>Just let the PC (or NPC) move. In short distance movements (i.e. 6 or less) along a spline (i.e. 30 degrees off a row), a Fighter directly between the Wizard and the attacker would get an AoO (if they exist in 4E in some variant) as long as the Fighter is in a hex directly between the Wizard and the attacker (i.e. in a hex in the spline axis).</p><p></p><p>For longer movement rates and distances (8 or more between the Wizard and the attacker), the Fighter only gets the AoO if he is 10 feet (2 hexes) away from the attacker or 10 feet away from the Wizard. If he is somewhere in the middle, an attacker just takes the curved route around him.</p><p></p><p>But, if the opponent has a huge movement rate (even using 3E squares and 1 2 1 2 for diagonals), a single Fighter is not going to be able to hold the line on a large room. So, it doesn't really matter too much in those scenarios if it is hexes or squares. The high movement rate attacker just moves around the Fighter.</p><p></p><p>So, the fact that the Fighter can interact at the shorter distances and slower movement rates might just be sufficient along the splines, and nothing to really worry about for fast opponents in larger rooms or areas.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4049946, member: 2011"] That might do it. Pick an end point to move to. Any hex not in a straight line (i.e. in any hex on a straight line to that point) costs double movement (or some such). However, I suspect this might be annoying for some people to calculate while moving their PC (like 1 2 1 2 for diagonals, not hard, but just a bit of a pain for some people). An alternative easier solution is to just not worry about it at all. Just let the PC (or NPC) move. In short distance movements (i.e. 6 or less) along a spline (i.e. 30 degrees off a row), a Fighter directly between the Wizard and the attacker would get an AoO (if they exist in 4E in some variant) as long as the Fighter is in a hex directly between the Wizard and the attacker (i.e. in a hex in the spline axis). For longer movement rates and distances (8 or more between the Wizard and the attacker), the Fighter only gets the AoO if he is 10 feet (2 hexes) away from the attacker or 10 feet away from the Wizard. If he is somewhere in the middle, an attacker just takes the curved route around him. But, if the opponent has a huge movement rate (even using 3E squares and 1 2 1 2 for diagonals), a single Fighter is not going to be able to hold the line on a large room. So, it doesn't really matter too much in those scenarios if it is hexes or squares. The high movement rate attacker just moves around the Fighter. So, the fact that the Fighter can interact at the shorter distances and slower movement rates might just be sufficient along the splines, and nothing to really worry about for fast opponents in larger rooms or areas. [/QUOTE]
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