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General Tabletop Discussion
*Pathfinder & Starfinder
What geometry do you prefer?
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<blockquote data-quote="TwinBahamut" data-source="post: 4064209" data-attributes="member: 32536"><p>As a person who voted for diagonal = 2, I feel like someone should defend it.</p><p></p><p>Keep in mind that while diagonal = 2, does have its problems, it is not the <em>same</em> problems as diagonal = 1. In fact, in certain respects they are total opposites. You can control and defend more space with fewer people in diagonal = 2 than in real space, compared to diagonal = 1 which requires more people to control and defend space than reality.</p><p></p><p>While I wont argue that it is a bit strange, why is it more complicated? Diagonal movement is either given a flat cost or removed altogether. It is extremely simple, and is certainly simpler than the 1,2,1,2 rule. In fact, it sticks to the idea of the grid more rigindly than diagonal=1, so I would say that it is simpler than diagonal = 1.</p><p></p><p>Further, it is not like diagonal = 2 is at all strange. It is widely used in many boardgames and videogames. It is used much more frequently in games than any other option on this poll. As such, despite being "Cthuluesque", it can still be familiar and easily understood even for a new player.</p><p></p><p>Oddly enough, despite your claims about diagonal = 2 being bad, you like hex grids, which work exactly like diagonal = 2 in the situations you are condemning diagonal = 2 for above. Other than the inherent difference between hexes and squares, they work a lot alike. Which is why I like both, I guess.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 4064209, member: 32536"] As a person who voted for diagonal = 2, I feel like someone should defend it. Keep in mind that while diagonal = 2, does have its problems, it is not the [i]same[/i] problems as diagonal = 1. In fact, in certain respects they are total opposites. You can control and defend more space with fewer people in diagonal = 2 than in real space, compared to diagonal = 1 which requires more people to control and defend space than reality. While I wont argue that it is a bit strange, why is it more complicated? Diagonal movement is either given a flat cost or removed altogether. It is extremely simple, and is certainly simpler than the 1,2,1,2 rule. In fact, it sticks to the idea of the grid more rigindly than diagonal=1, so I would say that it is simpler than diagonal = 1. Further, it is not like diagonal = 2 is at all strange. It is widely used in many boardgames and videogames. It is used much more frequently in games than any other option on this poll. As such, despite being "Cthuluesque", it can still be familiar and easily understood even for a new player. Oddly enough, despite your claims about diagonal = 2 being bad, you like hex grids, which work exactly like diagonal = 2 in the situations you are condemning diagonal = 2 for above. Other than the inherent difference between hexes and squares, they work a lot alike. Which is why I like both, I guess. [/QUOTE]
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What geometry do you prefer?
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