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Tumbling around Corners
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<blockquote data-quote="KarinsDad" data-source="post: 273030" data-attributes="member: 2011"><p>Yup.</p><p></p><p></p><p></p><p>Sometimes easier said then done. You have two rooms and a 45 degree corridor in between and combatants in both rooms and the corridor, it is tough to re-orient for each character’s action.</p><p></p><p>And, it is interesting that once a problem with the grid blocking movement is brought up, it is suddenly an abstraction. But, when it was tumbling past a corner, the grid was hard and fast and the character could not do it without moving into the other square. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (just pulling your leg, but it is funny that perceptions on the same topic by the same person change based on the discussion point) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The point is that you basically have two options:</p><p></p><p>1) Allow diagonal movement into full unoccupied spaces because the partial space you may move into has an opponent trying to cover a 7.07 foot wide space as opposed to his normal 5 foot wide space. Then, a 35 foot wide corridor at 45 degrees would require 9 characters to seal it off completely (5/4 or 4/5) and a 15 foot wide one would require 3 characters to seal it off completely (1/2 or 2/1).</p><p></p><p>2) Disallow diagonal movement into full unoccupied spaces because the partial space you may move into has an opponent in it. Then, a 35 foot wide corridor at 45 degrees would require either 4 or 5 characters to seal it off completely and a 15 foot wide one would require 1 or 2 characters to seal it off completely . Also, a character in the intersection of two 5 foot wide corridors can prevent anyone (shy of Tumbling or Bull Rush) from going down any of the four corridors.</p><p></p><p>Personally with the ability to AoO inherent with moving past occupied spaces, I think the second one presents more problems than it solves such as:</p><p></p><p>* - X *</p><p>* X - *</p><p></p><p>being an immobile wall of opponents.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 273030, member: 2011"] Yup. Sometimes easier said then done. You have two rooms and a 45 degree corridor in between and combatants in both rooms and the corridor, it is tough to re-orient for each character’s action. And, it is interesting that once a problem with the grid blocking movement is brought up, it is suddenly an abstraction. But, when it was tumbling past a corner, the grid was hard and fast and the character could not do it without moving into the other square. :) (just pulling your leg, but it is funny that perceptions on the same topic by the same person change based on the discussion point) ;) The point is that you basically have two options: 1) Allow diagonal movement into full unoccupied spaces because the partial space you may move into has an opponent trying to cover a 7.07 foot wide space as opposed to his normal 5 foot wide space. Then, a 35 foot wide corridor at 45 degrees would require 9 characters to seal it off completely (5/4 or 4/5) and a 15 foot wide one would require 3 characters to seal it off completely (1/2 or 2/1). 2) Disallow diagonal movement into full unoccupied spaces because the partial space you may move into has an opponent in it. Then, a 35 foot wide corridor at 45 degrees would require either 4 or 5 characters to seal it off completely and a 15 foot wide one would require 1 or 2 characters to seal it off completely . Also, a character in the intersection of two 5 foot wide corridors can prevent anyone (shy of Tumbling or Bull Rush) from going down any of the four corridors. Personally with the ability to AoO inherent with moving past occupied spaces, I think the second one presents more problems than it solves such as: * - X * * X - * being an immobile wall of opponents. [/QUOTE]
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