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General Tabletop Discussion
*Dungeons & Dragons
On simulating things: what, why, and how?
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<blockquote data-quote="Manbearcat" data-source="post: 8674795" data-attributes="member: 6696971"><p>Not so weird. There are some Square-cube law relationships happening here.</p><p></p><p>The evidence for what I’ve written is in AD&D, then firmed up in 3.x and 4e Dragon books (and base texts). Those numbers I cited are D&D Red Dragons. Those pictures I cited and the scale picture is correct.</p><p></p><p>The squares are just weird abstractions for battlemats just like a PC doesn’t really occupy a 25 square ft space nor even really the square space the token/figure would be in at any given moment as melee combatants would be constantly circling left/right, feinting and retreating and advancing for distance management/control.</p><p></p><p>The squares are just used to manage the intricate combat rules and give us some abstract sense of spatial and size relationships so we can skillfully employ those intricate and intersecting combat mechanics.</p><p></p><p>EDIT - in case it’s not clear, if you wanted to accurately model Ancient Wyrms head < > tail and wing <> wing you’re talking a minimum 18x20 squares figure or max 24x30 squares. No battle mat could handle that and it’s not particularly useful as a position simulator.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8674795, member: 6696971"] Not so weird. There are some Square-cube law relationships happening here. The evidence for what I’ve written is in AD&D, then firmed up in 3.x and 4e Dragon books (and base texts). Those numbers I cited are D&D Red Dragons. Those pictures I cited and the scale picture is correct. The squares are just weird abstractions for battlemats just like a PC doesn’t really occupy a 25 square ft space nor even really the square space the token/figure would be in at any given moment as melee combatants would be constantly circling left/right, feinting and retreating and advancing for distance management/control. The squares are just used to manage the intricate combat rules and give us some abstract sense of spatial and size relationships so we can skillfully employ those intricate and intersecting combat mechanics. EDIT - in case it’s not clear, if you wanted to accurately model Ancient Wyrms head < > tail and wing <> wing you’re talking a minimum 18x20 squares figure or max 24x30 squares. No battle mat could handle that and it’s not particularly useful as a position simulator. [/QUOTE]
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