Die Five Foot Squares, DIE
Posted: Wed Mar 12, 2008 12:37 pm
Blah Blah Blah, someone mentions something, Blah Blah, Big Fat Squares Blah Blah.
Right Intro done.
So to recap. Once upon a time I bad mouthed non arbitrary specific placing and measurements in real world units, especially formalized into a weird arbitrary grid as a big smelly pile of doo doo with some stupid on top.
I proposed that a larger scale with greater abstraction would be beneficial for a wide variety of reasons and proposed a moderately specific implementation in the form of "Big Fat Squares".
In that particular implementation a battle map is NOT represented by hundreds upon hundreds of rather small square shaped areas needlessly associated with real world measurement units and arranged in a fixed arrangement of adjacency.
Instead a battle map is broken up into a much smaller number of much "larger" entirely arbitrary organic blobs with any adjacency arrangement you like with a "size" based off their relevance to game mechnics like standard movement actions, ranges and areas and NOT associated with specific real world measurements.
So anyway. Some benefits and drawbacks of...
Normal Tiny Squares in a stupid fricking grid
1) Partial squares are a bitch
Not everything is made of 5x5x5 lego. Rooms are round, tables are 7x13, characters are tiny or gigantic, etc... These are all problems not properly represented by the granularity of the system.
2) Relative LOS/Cover is a bitch
Relative LOS, ranges and cover probably don't actually adhere well to a small square based system, or any grid/hex system. The grid/hex is essentially irrelevant. Worse because your positioning involves very SMALL fixed increments in position taking cover isn't something you really do so much as a matter of where you are standing relative to some other dude adjudicated by whoever can yell the loudest (seriously, someone recently said that range measurement was too open to abuse and subjective confusion, relative LOS is way worse than that)
3) Why does everyone move 30 feet in 6 seconds (or whatever)? I can totally move 37 in that time and I'm agile like an elf, Billy is fat like an orc and he can only do 19, so I should totally outrun that Orc.
Using real world measurements confuses people and leads them to believe the game is some sort of attempt to accurately simulate something to do with real world measurements and their arguments and beliefs pertaining to them. That is very annoying. You should never use real world measurements for anything game mechanical. Ever.
4) Stupidly small Range increments
Having a 30 foot range attack in the same game as a 100ft range attack is cool. Also having a 35 foot, 40 foot, 45 foot, 50 foot, 55 foot, 60 foot, 65 foot... That is not so cool.
5) Administrative Difficulties
There are LOTS of small squares to deal with, in d20 for instance any character with a tiny stick threatens like EIGHT squares for AoOs. Even a small combat is probably over a hundred squares in area and contains maybe a dozen "character" squares and as many as eight times or more threatened squares and every spell effect covers some weird pixelated area of maybe 10s or 100s of squares in size. Every move sees you move like between 1 and 20 or so squares which is effectively as many as 20 "then I move from this square to this square" moments and all that may entail for AoOs and other effects.
6) Rook Spell
So you have a spell that seriously moves like a Rook. If you are lucky it might ALSO move like a bishop. Anything in between... kinda hard for a grid to deal with. A free measuring system might handle it better. But crap, its still just a god damn rook spell. There's no real room for dynamic feeling forked lightning, blazing lances slashing wild arcs and swathes or other fun junk. Just god damn rook spell, god damn large square area of squares at range spell, pixelated shape spell and selective targets that doesn't give a shit about the grid spell.
7) Emergent Difficulties
Small individual squares makes for many serious problems when you try to integrate cool junk like simultaneous resolution, AoOs or other Interrupts, transitions into or out of Chase, Sneak or Transit type modes, actual resolution of chases etc... This happens for a number of reasons the most immediately obvious being the high administrative overhead of dealing with so many squares in such circumstances.
Qualities of a Free Measurement System
(Not big fat squares or abstracted at all but worth a mention).
Essentially just the same as a small square grid system without the actual a grid. Everything is ranges and vectors, things like threat areas are more a radius than a set of squares etc...
1) LOS just slightly less of a bitch.
Since LOS just ignored the grid it now works the same. Only without having the grid being there to be painfully ignored. So plus plus good! Well maybe, plus plus eh at the very least.
2) No partial square issues, kinda...
OK so now there are no ACTUAL partial squares. But there are as many OR MORE circumstances were areas and ranges are going to partially cover targets and things like that... So I don't know, good, bad, no change?
3) Rook Spell slightly less rooky
Rook spell is no also bishop spell and all the vectors in between. Which is cooler than it was. Round explosions are actually round, sweeping arcs are actually arcs triangles are actually triangles etc... Still all very static and annoyingly specific for my tastes but whatever.
4) Stupidly small range increments still needlessly supported.
5) Bob-The-Orc-Is-Slow-And-Fat arguments still encouraged
6) Administrative Difficulties still abound
OK so now it looks like one smooth 100 foot long movement vector. But the potential squares which might be threatened in the path may now be... what? A number of increments broken down to as small as the players can manage to measure? And as tedious as "and then from this square to the next" may be at least its hard to slip in an extra square or three. Measurement is open to subjective influence and slight of hand with all the resulting disputes and difficulties.
7) Emergent Difficulties still basically as bad or worse
Something Like Big Fat Squares
1)Relative LOS still a Bitch, Cover a bit more dynamic.
Relative LOS will ignore big fat squares just like it ignores a grid. But now your character inhabits a square much larger than themselves dealing with taking cover can become an action or state rather than a complex exact relative positioning thing. Suddenly you can either reduce or eliminate all the arguments about relative positioning and string lines and laser pointers and bullshit.
2) Partial Squares no longer a problem.
The system is built to accommodate things smaller than a square, almost everything is smaller than a square. If you need to represent that something, like say a bridge is longer than a square... you just do because squares are fricking arbitrary and if you say the bridge is 3 squares long it just is.
3) Adjacency is your tool
Some squares are only adjacent to one other square. Sometimes to reach all those squares on the other side of the chasm you MUST transit through the bridge square. Choke points and other tactical features of topography are simpler and easier to represent.
4) Range Increments not so stupidly small.
The battle map rarely consists of more than 5, maybe at a stretch 10 squares. (often as not it can just be between 1 and 3). There is no reason, or way the system differentiates between 30 and 35 foot ranges, they are both, 1 square, or something.
5)Bob the fat orc is dead
Standard moves are 1 square. Also you move from SOMEWHERE inside one to SOMEWHERE inside the other, perhaps you went all the way across the furthest edges or maybe you just stepped over the border. No one knows how far that is. No one can argue bullshit about it.
6) Rook Spells can eat it
System cannot represent them well. We don't even know EXACTLY where characters are standing. So area effects work like multi target effects and burning hands and whirlwind suddenly move into line with flurry of blows and two weapon fighting with unified and improved mechanics. With less niggling measurements (compared to free measurements) and less weird pixelated bullshit (compared to tiny squares).
7) Administrative difficulties reduced
Less squares exist. Less squares need to be moved across. Checked for LOS, Cover, AoOs, terrain effects, other bullshit.
8) Emergent advantages
Suddenly the administration for simultaneous resolution is attainable. Interrupts are as easy or easier than ever. Transitions in and out of the abstract area can be, well, abstracted. If all standard movement is one square and rare super fast movement options are restricted (either entirely or by loss of a chase encounter) then chase/combat boundaries are easy.
You can even do fun stuff with dividing or moving squares in combat, changing adjacencies. Having one guy go into guard mode to hold the orcs at the bridge (and who cares if the bridge is god damn 20 foot wide and there for unguardable without an extra square of reach weapon),
End Bit
Anyway I still think the original (or semi-original) thread is way better so go read it. http://www.tgdmb.com/viewtopic.php?t=39406 I feel like I'm lacking even my usually minimal eloquence tonight.
Also I hope that people can discuss the relative advantages of not just Big Fat Squares but all positional resolution systems including those bullshit chess board antics on this thread.
Right Intro done.
So to recap. Once upon a time I bad mouthed non arbitrary specific placing and measurements in real world units, especially formalized into a weird arbitrary grid as a big smelly pile of doo doo with some stupid on top.
I proposed that a larger scale with greater abstraction would be beneficial for a wide variety of reasons and proposed a moderately specific implementation in the form of "Big Fat Squares".
In that particular implementation a battle map is NOT represented by hundreds upon hundreds of rather small square shaped areas needlessly associated with real world measurement units and arranged in a fixed arrangement of adjacency.
Instead a battle map is broken up into a much smaller number of much "larger" entirely arbitrary organic blobs with any adjacency arrangement you like with a "size" based off their relevance to game mechnics like standard movement actions, ranges and areas and NOT associated with specific real world measurements.
So anyway. Some benefits and drawbacks of...
Normal Tiny Squares in a stupid fricking grid
1) Partial squares are a bitch
Not everything is made of 5x5x5 lego. Rooms are round, tables are 7x13, characters are tiny or gigantic, etc... These are all problems not properly represented by the granularity of the system.
2) Relative LOS/Cover is a bitch
Relative LOS, ranges and cover probably don't actually adhere well to a small square based system, or any grid/hex system. The grid/hex is essentially irrelevant. Worse because your positioning involves very SMALL fixed increments in position taking cover isn't something you really do so much as a matter of where you are standing relative to some other dude adjudicated by whoever can yell the loudest (seriously, someone recently said that range measurement was too open to abuse and subjective confusion, relative LOS is way worse than that)
3) Why does everyone move 30 feet in 6 seconds (or whatever)? I can totally move 37 in that time and I'm agile like an elf, Billy is fat like an orc and he can only do 19, so I should totally outrun that Orc.
Using real world measurements confuses people and leads them to believe the game is some sort of attempt to accurately simulate something to do with real world measurements and their arguments and beliefs pertaining to them. That is very annoying. You should never use real world measurements for anything game mechanical. Ever.
4) Stupidly small Range increments
Having a 30 foot range attack in the same game as a 100ft range attack is cool. Also having a 35 foot, 40 foot, 45 foot, 50 foot, 55 foot, 60 foot, 65 foot... That is not so cool.
5) Administrative Difficulties
There are LOTS of small squares to deal with, in d20 for instance any character with a tiny stick threatens like EIGHT squares for AoOs. Even a small combat is probably over a hundred squares in area and contains maybe a dozen "character" squares and as many as eight times or more threatened squares and every spell effect covers some weird pixelated area of maybe 10s or 100s of squares in size. Every move sees you move like between 1 and 20 or so squares which is effectively as many as 20 "then I move from this square to this square" moments and all that may entail for AoOs and other effects.
6) Rook Spell
So you have a spell that seriously moves like a Rook. If you are lucky it might ALSO move like a bishop. Anything in between... kinda hard for a grid to deal with. A free measuring system might handle it better. But crap, its still just a god damn rook spell. There's no real room for dynamic feeling forked lightning, blazing lances slashing wild arcs and swathes or other fun junk. Just god damn rook spell, god damn large square area of squares at range spell, pixelated shape spell and selective targets that doesn't give a shit about the grid spell.
7) Emergent Difficulties
Small individual squares makes for many serious problems when you try to integrate cool junk like simultaneous resolution, AoOs or other Interrupts, transitions into or out of Chase, Sneak or Transit type modes, actual resolution of chases etc... This happens for a number of reasons the most immediately obvious being the high administrative overhead of dealing with so many squares in such circumstances.
Qualities of a Free Measurement System
(Not big fat squares or abstracted at all but worth a mention).
Essentially just the same as a small square grid system without the actual a grid. Everything is ranges and vectors, things like threat areas are more a radius than a set of squares etc...
1) LOS just slightly less of a bitch.
Since LOS just ignored the grid it now works the same. Only without having the grid being there to be painfully ignored. So plus plus good! Well maybe, plus plus eh at the very least.
2) No partial square issues, kinda...
OK so now there are no ACTUAL partial squares. But there are as many OR MORE circumstances were areas and ranges are going to partially cover targets and things like that... So I don't know, good, bad, no change?
3) Rook Spell slightly less rooky
Rook spell is no also bishop spell and all the vectors in between. Which is cooler than it was. Round explosions are actually round, sweeping arcs are actually arcs triangles are actually triangles etc... Still all very static and annoyingly specific for my tastes but whatever.
4) Stupidly small range increments still needlessly supported.
5) Bob-The-Orc-Is-Slow-And-Fat arguments still encouraged
6) Administrative Difficulties still abound
OK so now it looks like one smooth 100 foot long movement vector. But the potential squares which might be threatened in the path may now be... what? A number of increments broken down to as small as the players can manage to measure? And as tedious as "and then from this square to the next" may be at least its hard to slip in an extra square or three. Measurement is open to subjective influence and slight of hand with all the resulting disputes and difficulties.
7) Emergent Difficulties still basically as bad or worse
Something Like Big Fat Squares
1)Relative LOS still a Bitch, Cover a bit more dynamic.
Relative LOS will ignore big fat squares just like it ignores a grid. But now your character inhabits a square much larger than themselves dealing with taking cover can become an action or state rather than a complex exact relative positioning thing. Suddenly you can either reduce or eliminate all the arguments about relative positioning and string lines and laser pointers and bullshit.
2) Partial Squares no longer a problem.
The system is built to accommodate things smaller than a square, almost everything is smaller than a square. If you need to represent that something, like say a bridge is longer than a square... you just do because squares are fricking arbitrary and if you say the bridge is 3 squares long it just is.
3) Adjacency is your tool
Some squares are only adjacent to one other square. Sometimes to reach all those squares on the other side of the chasm you MUST transit through the bridge square. Choke points and other tactical features of topography are simpler and easier to represent.
4) Range Increments not so stupidly small.
The battle map rarely consists of more than 5, maybe at a stretch 10 squares. (often as not it can just be between 1 and 3). There is no reason, or way the system differentiates between 30 and 35 foot ranges, they are both, 1 square, or something.
5)Bob the fat orc is dead
Standard moves are 1 square. Also you move from SOMEWHERE inside one to SOMEWHERE inside the other, perhaps you went all the way across the furthest edges or maybe you just stepped over the border. No one knows how far that is. No one can argue bullshit about it.
6) Rook Spells can eat it
System cannot represent them well. We don't even know EXACTLY where characters are standing. So area effects work like multi target effects and burning hands and whirlwind suddenly move into line with flurry of blows and two weapon fighting with unified and improved mechanics. With less niggling measurements (compared to free measurements) and less weird pixelated bullshit (compared to tiny squares).
7) Administrative difficulties reduced
Less squares exist. Less squares need to be moved across. Checked for LOS, Cover, AoOs, terrain effects, other bullshit.
8) Emergent advantages
Suddenly the administration for simultaneous resolution is attainable. Interrupts are as easy or easier than ever. Transitions in and out of the abstract area can be, well, abstracted. If all standard movement is one square and rare super fast movement options are restricted (either entirely or by loss of a chase encounter) then chase/combat boundaries are easy.
You can even do fun stuff with dividing or moving squares in combat, changing adjacencies. Having one guy go into guard mode to hold the orcs at the bridge (and who cares if the bridge is god damn 20 foot wide and there for unguardable without an extra square of reach weapon),
End Bit
Anyway I still think the original (or semi-original) thread is way better so go read it. http://www.tgdmb.com/viewtopic.php?t=39406 I feel like I'm lacking even my usually minimal eloquence tonight.
Also I hope that people can discuss the relative advantages of not just Big Fat Squares but all positional resolution systems including those bullshit chess board antics on this thread.