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Non-Euclidean Geometry in 4E?
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<blockquote data-quote="Geron Raveneye" data-source="post: 4055598" data-attributes="member: 2268"><p>And I have to disagree again. 3.X doesn't rotate the grid at all, there's no need to rotate the grid in the first place. With its rule for diagonal measurement, 15 feet are 3 squares orthogonal or 2 squares diagonal. The error margin of that procedure has been posted upon more than once in this thread already, and in order to equalize the movement along orthogonal and diagonal lines, it's as good as you can get with 5' squares being the basic grid (without IMO indeed sacrificing an amount of playability in order to be more exact). You don't get any faster in one direction because you only move 30 feet with a basic move either way. The square doesn't serve to shape reality, only describe it.</p><p></p><p>Apart from that, rotating the grid to "fit the room" wouldn't help at all with corridors like the one depicted, because either you rotate the grid only in the areas where the characters are in, creating a corridor with different grids in different parts, or you rotate it all over, thus creating a different corridor from the one the situation started in.</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 4055598, member: 2268"] And I have to disagree again. 3.X doesn't rotate the grid at all, there's no need to rotate the grid in the first place. With its rule for diagonal measurement, 15 feet are 3 squares orthogonal or 2 squares diagonal. The error margin of that procedure has been posted upon more than once in this thread already, and in order to equalize the movement along orthogonal and diagonal lines, it's as good as you can get with 5' squares being the basic grid (without IMO indeed sacrificing an amount of playability in order to be more exact). You don't get any faster in one direction because you only move 30 feet with a basic move either way. The square doesn't serve to shape reality, only describe it. Apart from that, rotating the grid to "fit the room" wouldn't help at all with corridors like the one depicted, because either you rotate the grid only in the areas where the characters are in, creating a corridor with different grids in different parts, or you rotate it all over, thus creating a different corridor from the one the situation started in. [/QUOTE]
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