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Non-Euclidean Geometry in 4E?
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<blockquote data-quote="BryonD" data-source="post: 4056779" data-attributes="member: 957"><p>Try this experiment:</p><p>Go out and draw a real 5 foot grid on the ground somewhere. Now have a buddy stand in one sqaure and see if he can reach into squares two away from him on a diaonal using a 10 foot stick. You will find that by moving around in a single square he can reach all the sqaures that a D&D character could attack. Measure your stick again and you will find that it has not magically or wonkily grown.</p><p></p><p>Now put a remote control car in a square in line with your grid and test its speed. Now turn it 45 degrees and re-test its speed. You will find that turning it 45 degrees does not make it go faster.</p><p></p><p>I'm sorry, but that is just bad DMing.</p><p></p><p>According to the rules you can move 1/2/1 to end a round and then start with 1/2/1 again the next round. This is the maximum possible error you can produce. If people are using this as an exploit then your game will suck no matter what rules you use.</p><p></p><p>But even this example involves less than a full round of action so the element of time is blurry, adding more uncertainty as opposed to more objective error. And 1/2/1/1/2/1 is still less added error than 1/1/1/1/1/1. And it doesn't screw with cones, ranges, or other game elements. So your extreme worst case rare scenario is still a lot better than the constant scenario of 4e.</p></blockquote><p></p>
[QUOTE="BryonD, post: 4056779, member: 957"] Try this experiment: Go out and draw a real 5 foot grid on the ground somewhere. Now have a buddy stand in one sqaure and see if he can reach into squares two away from him on a diaonal using a 10 foot stick. You will find that by moving around in a single square he can reach all the sqaures that a D&D character could attack. Measure your stick again and you will find that it has not magically or wonkily grown. Now put a remote control car in a square in line with your grid and test its speed. Now turn it 45 degrees and re-test its speed. You will find that turning it 45 degrees does not make it go faster. I'm sorry, but that is just bad DMing. According to the rules you can move 1/2/1 to end a round and then start with 1/2/1 again the next round. This is the maximum possible error you can produce. If people are using this as an exploit then your game will suck no matter what rules you use. But even this example involves less than a full round of action so the element of time is blurry, adding more uncertainty as opposed to more objective error. And 1/2/1/1/2/1 is still less added error than 1/1/1/1/1/1. And it doesn't screw with cones, ranges, or other game elements. So your extreme worst case rare scenario is still a lot better than the constant scenario of 4e. [/QUOTE]
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