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5 years ago ::
Jan 22, 2008 - 1:10PM
#91
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Date Joined:
Jun 11, 2005
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If we were to measure our squares in something other than 5' then I'd say the most important consideration would be making them something easy to multiply. Easy enough: how about the number "1"? Counting in squares is all I need ... BUT I kind of like the "behind the scenes" reasoning of a 4'x4'x4' cube. I'm not saying the number 4 has to be "in your face" all day.
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5 years ago ::
Feb 28, 2008 - 12:01AM
#92
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On a related note: grids for maps. Personally, Im content with a square grid with full diagonal movement, and I dont mind 'cubic explosions'. Also, using full diagonal moves for cubes in 3d space is no doubt the best way to simplify flying (which is a normal part of our campaigns). Even tho the square grid is good, the offset-square grid is worth consideration. The offset can represent circular explosions, similar to the hex grid, but remains friendlier for perpendicular architecture. Yellow: Center Red: Opp Attack threat Purple: Close Area attack Blue: 6-square radius Green: 6-square moves, vertically and horizontallyActually, the offset-square grid is even better than the hexagonal grid because, for a 6-square move, vertical and horizontal are equal. Even less distortion. Even an off-set cube grid for 3-dimensional space is possible, albeit probably impracticable.
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5 years ago ::
Feb 28, 2008 - 12:03AM
#93
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Odins Spear X: Easy enough: how about the number "1"? Counting in squares is all I need ... BUT I kind of like the "behind the scenes" reasoning of a 4'x4'x4' cube. I'm not saying the number 4 has to be "in your face" all day.
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5 years ago ::
Feb 28, 2008 - 1:54AM
#94
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Date Joined:
Jan 12, 2004
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Even tho the square grid is good, the offset-square grid is worth consideration. The offset can represent circular explosions, similar to the hex grid, but remains friendlier for perpendicular architecture. Well, offset-square is only slightly perpendicular architecture, or typical dungeon, friendly comparing to hexes. Typical dungeons have a lot of 5-foot or 10-foot straight corridors and thus, we need to deal with a lot of "half squares".
With grids, DMs can easily make a dungeon only with 90 degree junctions and square or rectangular rooms, without annoyed by half squares, partial hexes and such. That's the biggest advantage of grids.
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