Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Non-Euclidean Geometry in 4E?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Geron Raveneye" data-source="post: 4052515" data-attributes="member: 2268"><p>Chess? What's chess got to do with D&D? Chess doesn't assume a square is 5'x5', for one, or any size, actually. Chess has taken abstraction to extreme levels in order to faciliate a game that is only bothered about long-term strategic thinking on a simplified battlefield. Chess is not trying to describe a fictional reality on its board. Chess is about as far away from D&D as a whole as it can get.</p><p></p><p>The disconnect for a lot of people with the new movement rules is pretty simple...it impacts reality on a deeper level than "it's just for combat". A square is, by definition, 5'x5'. Moving either orthogonally or diagonally is, by definition, a move of one square. Which leaves us with either of these conclusions:</p><p></p><p>a) The diagonal of a 5'x5' square is equally 5' long.</p><p>or</p><p>b) The diagonal of a 5'x5' square is roughly 7' long, but a character can still traverse it in one movement step.</p><p></p><p>If the measuring used during combat is consistent with how distances and geometry works in non-combat situations, it paints a very skewed picture of the campaign world behind it, because either geometry is TOTALLY alien to ours, or movement speed depends on the direction a person moves in relation to some sort of grid underlying the world. If this kind of measuring only comes up during combat, the world undergoes a reality shift every time a group of adventurers goes into combat mode, either locally or globally. Either way, it's a lot more than some simple handwaving can explain away for a lot of people here (and personally, I know quite a few players who'll have a snark fest about this rule when they get told of it).</p><p></p><p>And if all rooms are aligned so their walls run orthogonally to the grid, no matter how they are aligned towards each other, I'd LOVE to see the border squares in the grid along the line where the angle suddenly changes from one room to the next when you look at it on a bigger map.</p><p></p><p>Or we could simply throw consistency out of the window...it's just a silly RPG after all, nobody cares about those details anyway, right?</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 4052515, member: 2268"] Chess? What's chess got to do with D&D? Chess doesn't assume a square is 5'x5', for one, or any size, actually. Chess has taken abstraction to extreme levels in order to faciliate a game that is only bothered about long-term strategic thinking on a simplified battlefield. Chess is not trying to describe a fictional reality on its board. Chess is about as far away from D&D as a whole as it can get. The disconnect for a lot of people with the new movement rules is pretty simple...it impacts reality on a deeper level than "it's just for combat". A square is, by definition, 5'x5'. Moving either orthogonally or diagonally is, by definition, a move of one square. Which leaves us with either of these conclusions: a) The diagonal of a 5'x5' square is equally 5' long. or b) The diagonal of a 5'x5' square is roughly 7' long, but a character can still traverse it in one movement step. If the measuring used during combat is consistent with how distances and geometry works in non-combat situations, it paints a very skewed picture of the campaign world behind it, because either geometry is TOTALLY alien to ours, or movement speed depends on the direction a person moves in relation to some sort of grid underlying the world. If this kind of measuring only comes up during combat, the world undergoes a reality shift every time a group of adventurers goes into combat mode, either locally or globally. Either way, it's a lot more than some simple handwaving can explain away for a lot of people here (and personally, I know quite a few players who'll have a snark fest about this rule when they get told of it). And if all rooms are aligned so their walls run orthogonally to the grid, no matter how they are aligned towards each other, I'd LOVE to see the border squares in the grid along the line where the angle suddenly changes from one room to the next when you look at it on a bigger map. Or we could simply throw consistency out of the window...it's just a silly RPG after all, nobody cares about those details anyway, right? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Non-Euclidean Geometry in 4E?
Top