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Non-Euclidean Geometry in 4E?
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<blockquote data-quote="Hussar" data-source="post: 4050705" data-attributes="member: 22779"><p>Sorry BryonD my bad. Was typing without looking. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Really? Then how can I move 10 feet on a diagonal in 3.5 edition?</p><p></p><p>1-2-1 doesn't negate errors. I move five feet then suddenly teleport 10 feet then move another 5 feet. Like I said about rotating huge monsters 45 degrees - suddenly my sides aren't 15 feet, they're 20 feet. Oh, but, wait, I can't actually do that. Why not? Because the battle grid is abstract and I can't rotate myself 45 degrees, I have to make full 90 degree turns, no matter what and make sure that my "base" fits into the squares.</p><p></p><p></p><p></p><p>Bingo! There's the reason. It doesn't matter 99% of the time, so, why bother having rules for it? Gaining an extra 10 feet of movement, only during combat, will have very little impact. </p><p></p><p>They're not saying that if you draw out your dungeon, that this suddenly has to be accounted for when you describe the rooms. Why bother? Do you now tell the diagonal dimensions of a room? So what if Bob moves a bit further than normal this round? It simply isn't going to have much of an effect.</p><p></p><p>Except now, my players will maybe be able to move their proper distances instead of me constantly having to count squares for them. Now, if they'd just do something about that running in a straight line rule....</p></blockquote><p></p>
[QUOTE="Hussar, post: 4050705, member: 22779"] Sorry BryonD my bad. Was typing without looking. :) Really? Then how can I move 10 feet on a diagonal in 3.5 edition? 1-2-1 doesn't negate errors. I move five feet then suddenly teleport 10 feet then move another 5 feet. Like I said about rotating huge monsters 45 degrees - suddenly my sides aren't 15 feet, they're 20 feet. Oh, but, wait, I can't actually do that. Why not? Because the battle grid is abstract and I can't rotate myself 45 degrees, I have to make full 90 degree turns, no matter what and make sure that my "base" fits into the squares. Bingo! There's the reason. It doesn't matter 99% of the time, so, why bother having rules for it? Gaining an extra 10 feet of movement, only during combat, will have very little impact. They're not saying that if you draw out your dungeon, that this suddenly has to be accounted for when you describe the rooms. Why bother? Do you now tell the diagonal dimensions of a room? So what if Bob moves a bit further than normal this round? It simply isn't going to have much of an effect. Except now, my players will maybe be able to move their proper distances instead of me constantly having to count squares for them. Now, if they'd just do something about that running in a straight line rule.... [/QUOTE]
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