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Switch to Forum Live View Yard/Meter based measurements
1 year ago  ::  Jun 19, 2012 - 6:31AM #71
HeRaw
Date Joined: Nov 30, 2008
Posts: 437
I'm european so my players and I commonly use the metric system, but I really don't mind american and english folks using their own distance system. 

What I really would like is a non-dependant system based distance, that everyone could use simply. The square system was a great step forward but in my mind the 'square' name is pretty non evocative for when playing outside a grid.

So I'm for using some kind of 'step' system. Then you can decide if you want your step to be 1 meter, 5 feet, 1 yard, whatever because it is abstract. It is also simple to convert any distance into a grid with this kind of system.

In a nutshell, if your room is 10x10 steps who really cares that it is 10x10 meters or 50x50 feets or even 250x250 inches. Everyone can quickly understand what is the size of a 10x10 steps room, and convert it easily to combat knowing their character has 5 steps speed and the monsters have 7 steps speed. 
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1 year ago  ::  Jun 19, 2012 - 6:33AM #72
frothsof
Date Joined: Jun 4, 2010
Posts: 10,545
im happy they will never, ever, under any circumstance use meters in dnd. will never happen, ever. ever ever ever
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1 year ago  ::  Jun 19, 2012 - 6:43AM #73
Brazensnow
Date Joined: May 31, 2012
Posts: 79

Jun 19, 2012 -- 6:33AM, frothsof wrote:

im happy they will never, ever, under any circumstance use meters in dnd. will never happen, ever. ever ever ever




Why not? Is there a reason? Or just use it and deal it like a dictator

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1 year ago  ::  Jun 19, 2012 - 7:21AM #74
Gurthaang
Date Joined: Feb 24, 2012
Posts: 49
If DnDNext is the medium ground game, than yards/meters/squares is reasonable. Americans are familiar with yards, even if it's not as usual for them as foot, so yards is in the medium ground. They are easily translated to metric system in a 1-1 basis, which would please international costumers as well. Also, standardize 1 yard/meter = 1 square, is definitely a more logical and intuitive transition from grid to gridless maps. Count me in for yards/meters as standard for DnDNext.
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1 year ago  ::  Jun 19, 2012 - 7:35AM #75
Zerozobbb
Date Joined: Feb 5, 2012
Posts: 285

Jun 19, 2012 -- 6:33AM, frothsof wrote:

im happy they will never, ever, under any circumstance use meters in dnd. will never happen, ever. ever ever ever



So you're gifted with knowledge of the future, as well as an unreasoning hatred for a logical, well-constructed system of units used by most of the world?

Moderated by ORC_Ragnar on Jun 19, 2012 - 08:34AM
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1 year ago  ::  Jun 19, 2012 - 8:11AM #76
Chimpy20
Date Joined: Mar 16, 2011
Posts: 503
I'd much prefer metres/yards. I play with some people originally from overseas and they are confused by feet.
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1 year ago  ::  Jun 19, 2012 - 8:13AM #77
frothsof
Date Joined: Jun 4, 2010
Posts: 10,545

Jun 19, 2012 -- 8:11AM, Chimpy20 wrote:

I'd much prefer metres/yards. I play with some people originally from overseas and they are confused by feet.




have you tried telling them a yard is three feet?

Moderated by ORC_Ragnar on Jun 19, 2012 - 08:34AM
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1 year ago  ::  Jun 19, 2012 - 8:22AM #78
ORC_Ragnar
Date Joined: Jul 6, 2011
Posts: 443

I’ve removed content from this thread because harassment and trolling/baiting are violations of the Code of Conduct.


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1 year ago  ::  Jun 19, 2012 - 8:30AM #79
Chimpy20
Date Joined: Mar 16, 2011
Posts: 503
Yeah and they are ok with it, but it's just not as intuative as meters (or yards, which is pretty much the same thing). It takes a couple of seconds to think how much distance that equates to.
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13 months ago  ::  Jun 19, 2012 - 6:03PM #80
Nibelung_ajr
Date Joined: Jun 10, 2007
Posts: 340

Jun 19, 2012 -- 8:03AM, Lord_Daxl wrote:

Even if you go with the yard, you are still going to have conversion issues.


At some point their will be measurements for small things that will be in inches, long distances that will be in miles, volumes in gallons/pints, weight in pounds, etc.  What are you going to use in those cases?  



When was the last time in your table that worrying if a sword is 18 inches or 21 inches was important?


When was the last time in your table that the capacity of your canteen was essential for something?


When was the last time in your table that the distance between two major cities was an issue?


...


When was the last time in your table that your player was asking or checking if their 50 feet-range (10 squares) ranged weapon could hit an enemy?


Most of D&D situations work around in tactical combat distances. Anything over 500 feet is irrelevant. Anything under 5 feet too. Liquid and mass measurement is mostly irrelevant. So, for those, the messed up convertion don't hit the players that hard as a 5 ft -> 1.5 m do. 

[<()>]Proud Brazilian. Typos are free bonuses.

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Jun 27, 2010 -- 3:28AM, Duskweaver wrote:

Metaplot is to DMs what railroading is to players.



May 21, 2011 -- 8:56AM, Timmeh wrote:

There are really three types of feats, in my opinion. My ratings are based on how much they add flavorwise to your character:

Feats that you pick because they fit your character: For instance, Jack of All Trades, Disciple of Lore, Skill Focus, Potent Restorables. In my game, my Artificer studied healing and magic extensively. He had a strong belief that while it wasn't possible to be the best at everything, it was important to understand a bit of everything. These feats didn't add any more opportunity to roleplay; they reinforced the ideas already presented with mechanics to back them up.

Feats that you pick because they represent what your character is becoming:For instance, Multiclass feats, White Lotus Evasion. My rogue is taking a Warden multiclass; representing him overcoming his fears of primal spirits. My artificer is taking White Lotus Evasion, because it represents him returning to his elven roots. These feats accompany adding ideas to your character, and add mechanics that allow these ideas to function where if they were missing, it would not.

Feats You Pick Because You Need Them Or Solely Because of a Mechanical Bonus: For instance, Weapon Proficency, Arcane Implement Proficency, Expertise. If you need to take a feat in order either 1. Complete a reasonable archetype (Enchanter who fights with Sword and Spell) or 2. Meet the expectations that the group puts on you (ie; In order to play in this Super Optimized group, I need to have X otherwise I'm pulling the group down), then it fits this. On the same end, sometimes you're going to pick a feat because it makes combat more fun; not because it adds to your character in any way. Expanded critical hit range? Makes the game more fun; but other than "My character got better", there's not much to it.

I would say that general feats often fall more often into the "Solely Because of a Mechanical Bonus" column. There's exceptions of course (Skill Power), but that's generally how I perceive things.



My DDI subscription is renewed. I really missed the compendium on my table.
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