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Non-Euclidean Geometry in 4E?
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<blockquote data-quote="delericho" data-source="post: 4056653" data-attributes="member: 22424"><p>The problem is that to do that you have had to rotate the square base through 45 degrees, which is a no-no. If instead of placing it in the 15 ft. wide corridor you do the same in an open plain, you'll find that the Huge creature now fills up far more than the 9 squares it should be covering.</p><p></p><p>The reason the Huge creature can't get down the 15 ft wide corridor without squeezing is an unevenly applied abstraction. Basically, we're allowing the map to draw half-squares, but not allowing the monster to make use of them.</p><p></p><p>There are two fixes for this:</p><p></p><p>1) Clip the corners of the monster base, either by switching to a round or octagonal base. If we do this, the creature fits the available space. This also allows a Huge creature to fall down a round pit of 15ft diameter, which cannot happen in the current abstraction.</p><p></p><p>2) Instead of the walls of the corridor being straight lines along the diagonal (giving lots of half squares), they should be forced to conform to the gird, giving a step pattern to the corridor. Similarly, towers can't be round, they must be squared circles, and so on.</p><p></p><p>Of these two options, #1 is by far the cleaner fix, modelling reality more accurately.</p><p></p><p>The 1-1-1-1 fix is to make the diagonal corridor 3 diagonal squares wide, which has the nice side effect of making that diagonal 15 ft wide corridor visibly and obviously wider than the orthogonal 15 ft wide corridors.</p></blockquote><p></p>
[QUOTE="delericho, post: 4056653, member: 22424"] The problem is that to do that you have had to rotate the square base through 45 degrees, which is a no-no. If instead of placing it in the 15 ft. wide corridor you do the same in an open plain, you'll find that the Huge creature now fills up far more than the 9 squares it should be covering. The reason the Huge creature can't get down the 15 ft wide corridor without squeezing is an unevenly applied abstraction. Basically, we're allowing the map to draw half-squares, but not allowing the monster to make use of them. There are two fixes for this: 1) Clip the corners of the monster base, either by switching to a round or octagonal base. If we do this, the creature fits the available space. This also allows a Huge creature to fall down a round pit of 15ft diameter, which cannot happen in the current abstraction. 2) Instead of the walls of the corridor being straight lines along the diagonal (giving lots of half squares), they should be forced to conform to the gird, giving a step pattern to the corridor. Similarly, towers can't be round, they must be squared circles, and so on. Of these two options, #1 is by far the cleaner fix, modelling reality more accurately. The 1-1-1-1 fix is to make the diagonal corridor 3 diagonal squares wide, which has the nice side effect of making that diagonal 15 ft wide corridor visibly and obviously wider than the orthogonal 15 ft wide corridors. [/QUOTE]
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