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Non-Euclidean Geometry in 4E?
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<blockquote data-quote="nem z" data-source="post: 4057985" data-attributes="member: 51847"><p>Actually, a little messing around has shown that that my 6 triangles idea earlier has some real potential. Just define the distance between any two vertexes (including the center of a hex) as 2.5 feet and the math works out rather cleanly for any measurement task.</p><p></p><p>It allows for much more sensible base sizes, such as medium = hex, large = hex + the next ring of triangles around it, small = 2 adjacent triangles, etc.</p><p></p><p>Reach or radius is calculated in terms of steps from a vertex to the next, so that makes it possible not only to half hex-and-a-half weapons for reach, but also half-hex reach weapons for fists, daggers, etc.</p><p></p><p>It also gets rid of the "drift" evasion problem as well since now you can end a turn on any properly-shaped arrangement of triangles, including with your base centered on the intersection of 3 hexes rather than centered in one. (Incidentally, that means that moving along a spline into the next 'diagonal' hex is exactly 1.5 times as far as moving fully into an adjacent one.)</p><p></p><p>Heck, setting it up this way even allows a much easier time of drawing rectangular rooms, leaving only a few half-triangles of questionable space rather than half hexes (and I'd advise just letting the players overlap that little bit into the wall so long as at least 4 full triangles are in unquestioned open space).</p></blockquote><p></p>
[QUOTE="nem z, post: 4057985, member: 51847"] Actually, a little messing around has shown that that my 6 triangles idea earlier has some real potential. Just define the distance between any two vertexes (including the center of a hex) as 2.5 feet and the math works out rather cleanly for any measurement task. It allows for much more sensible base sizes, such as medium = hex, large = hex + the next ring of triangles around it, small = 2 adjacent triangles, etc. Reach or radius is calculated in terms of steps from a vertex to the next, so that makes it possible not only to half hex-and-a-half weapons for reach, but also half-hex reach weapons for fists, daggers, etc. It also gets rid of the "drift" evasion problem as well since now you can end a turn on any properly-shaped arrangement of triangles, including with your base centered on the intersection of 3 hexes rather than centered in one. (Incidentally, that means that moving along a spline into the next 'diagonal' hex is exactly 1.5 times as far as moving fully into an adjacent one.) Heck, setting it up this way even allows a much easier time of drawing rectangular rooms, leaving only a few half-triangles of questionable space rather than half hexes (and I'd advise just letting the players overlap that little bit into the wall so long as at least 4 full triangles are in unquestioned open space). [/QUOTE]
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