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Non-Euclidean Geometry in 4E?
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<blockquote data-quote="Imban" data-source="post: 4050052" data-attributes="member: 29206"><p>You're being kinda obtuse, and possibly wrong to boot. The first diagram's width barely matters since everything's being conducted on a straight line, and I believe the second diagram is 8 x 8 by any reasonable sense of the word (if they're the diagrams I'm thinking of, and I'm almost sure they are) - and the second diagram changes the actual facts of the matter so that instead of 30' apart, the characters are 42' apart.</p><p></p><p>If you assume A) a square is 5' by 5', B) people literally move faster along diagonals, C) there is no facing, and as such diagonals are defined by a universal grid, and D) when we don't fairly know what the universal grid's orientation is when the battle mat comes into play, characters are positioned by distance in feet, then the resulting world has at least as coherent of geometry as Doom or Marathon.</p><p></p><p>Replace B) with "people literally cannot move in more than one direction at a time" for diagonals = 2 movement.</p><p></p><p>If you're unwilling to accept B) as a premise, you have to also forfeit A) and the battle map being an accurate visual representation of the game world, or use different rules. However, in no case under these four premises is "rotating the board" justifiable, which preserves at least <strong>some</strong> world integrity.</p></blockquote><p></p>
[QUOTE="Imban, post: 4050052, member: 29206"] You're being kinda obtuse, and possibly wrong to boot. The first diagram's width barely matters since everything's being conducted on a straight line, and I believe the second diagram is 8 x 8 by any reasonable sense of the word (if they're the diagrams I'm thinking of, and I'm almost sure they are) - and the second diagram changes the actual facts of the matter so that instead of 30' apart, the characters are 42' apart. If you assume A) a square is 5' by 5', B) people literally move faster along diagonals, C) there is no facing, and as such diagonals are defined by a universal grid, and D) when we don't fairly know what the universal grid's orientation is when the battle mat comes into play, characters are positioned by distance in feet, then the resulting world has at least as coherent of geometry as Doom or Marathon. Replace B) with "people literally cannot move in more than one direction at a time" for diagonals = 2 movement. If you're unwilling to accept B) as a premise, you have to also forfeit A) and the battle map being an accurate visual representation of the game world, or use different rules. However, in no case under these four premises is "rotating the board" justifiable, which preserves at least [b]some[/b] world integrity. [/QUOTE]
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