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D&D Older Editions, OSR, & D&D Variants
Things You'd Like to See in 4e that haven't been mentioned yet
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<blockquote data-quote="KarinsDad" data-source="post: 3766152" data-attributes="member: 2011"><p>I'd also like them to address the klunkiness of their square grid game mechanics.</p><p></p><p>For example:</p><p></p><p>AEE</p><p>EXE</p><p>EEB</p><p></p><p>If A and B are flanking X (and E are empty squares), X can withdraw through the E square in the upper right or lower left without provoking an AoO.</p><p></p><p>EEE</p><p>AXB</p><p>EEE</p><p></p><p>In this case, there are no safe squares for X to withdraw through, even though he is still merely flanked.</p><p></p><p></p><p>Ditto for reach issues. A monster X with 10 feet of reach threatens square Z, even though that is considered 15 feet away with the movement rules. So, there is no direction A can withdraw safely through.</p><p></p><p>TTTTZ</p><p>TTTAT</p><p>TTXTT</p><p></p><p>This fixes the "hole in the corner" problem, but it does so by having different rules for movement and reach.</p><p></p><p></p><p>Hexes, of course, fixes these types of problems while having consistent reach, movement, and area of effect rules, but I suspect WotC will not go to a hex system (although that would resolve some of the complexity of area of effect issues as well). For some reason, WotC thinks that the average gamer is smart enough to handle drawing irregular shaped rooms on a square grid, but not smart enough to handle drawing a square room on hexes.</p><p></p><p>Maybe it has something to do with the fact that TacTiles cannot be manufactured with hexes (at least, that is what the TacTile folk claim) and WotC employees love using TacTiles.</p><p></p><p></p><p>Oh, and I think they should go to 3 squares for 10 feet instead of 2 and measure distance in squares (i.e. meters) instead of feet. Small rooms can be a pain in the butt for combat.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 3766152, member: 2011"] I'd also like them to address the klunkiness of their square grid game mechanics. For example: AEE EXE EEB If A and B are flanking X (and E are empty squares), X can withdraw through the E square in the upper right or lower left without provoking an AoO. EEE AXB EEE In this case, there are no safe squares for X to withdraw through, even though he is still merely flanked. Ditto for reach issues. A monster X with 10 feet of reach threatens square Z, even though that is considered 15 feet away with the movement rules. So, there is no direction A can withdraw safely through. TTTTZ TTTAT TTXTT This fixes the "hole in the corner" problem, but it does so by having different rules for movement and reach. Hexes, of course, fixes these types of problems while having consistent reach, movement, and area of effect rules, but I suspect WotC will not go to a hex system (although that would resolve some of the complexity of area of effect issues as well). For some reason, WotC thinks that the average gamer is smart enough to handle drawing irregular shaped rooms on a square grid, but not smart enough to handle drawing a square room on hexes. Maybe it has something to do with the fact that TacTiles cannot be manufactured with hexes (at least, that is what the TacTile folk claim) and WotC employees love using TacTiles. Oh, and I think they should go to 3 squares for 10 feet instead of 2 and measure distance in squares (i.e. meters) instead of feet. Small rooms can be a pain in the butt for combat. [/QUOTE]
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