Squares instead of Feet


4th Edition


A lot of people have complained about the switch from 5' to 1 square in the game terminology. I had chalked it up to a standardized print run, for international sales (ie, everyone else in the world uses the metric system, but since we can't seem to find it out, they're left wondering what the heck 5' looks like)

But tonight while playing I had a few thoughts that made me think it might be for other reasons as well. Consider Difficult Terrain ... what is easier to understand? This square takes 2 squares of movement to move into or this 5' square takes 10' of movement to move into? It also helps the 1-1-1-1 diagonal idea go down, since you aren't confronted so explicitly with the non-euclidean space. The space a creature takes up is more succinctly expressed, as are area affects and push/pull/slide affects.

Am I the only one starting to warm to the whole square idea? The more I think about it, the more I'm starting to really like it!


My suspicion is that your a little off with the idea that this was done for reasons of international sales and the metric system. I'm from a country that uses the metric system and understanding 5 feet really is very easy to grasp. Its slightly less then two metres or roughly how far an adult can go with two steps.

If they where keen to go with international sales they'd change the weight system or something. I mean to understand 5 feet takes very little time and once you got it - well you got it.

With lbs. its far far harder. I mean even if I find a way to pick up 5 pounds is that really going to tell me how heavy 100 lbs. is? I doubt it.

Not that this is really a big deal. One does not really need to have an intuitive understanding of how heavy the objects are to play the game. It mostly does not come up and in any case many of the items are every day - or close enough to every day, that we have handled them in our lives. I don't really need to understand what the weight of a crossbow is in pounds to have some idea of how much a crossbow actually weighs. I've picked up objects that were close enough to crossbows to make a 'good enough for government work' guess.

Beyond this the issue of weight almost always comes up in terms of character carrying capacity and from the boards I get the impression that those numbers were not vetted by any Kinesiology grads. In other words their saying things weigh X pounds but apparently what X pounds means is kind of arbitrary - they could have used 'stones' and I doubt it'd make much difference.


Jeremy Mac Donald wrote:

My suspicion is that your a little off with the idea that this was done for reasons of international sales and the metric system. I'm from a country that uses the metric system and understanding 5 feet really is very easy to grasp. Its slightly less then two metres or roughly how far an adult can go with two steps.

If they where keen to go with international sales they'd change the weight system or something. I mean to understand 5 feet takes very little time and once you got it - well you got it.

With lbs. its far far harder. I mean even if I find a way to pick up 5 pounds is that really going to tell me how heavy 100 lbs. is? I doubt it.

Not that this is really a big deal. One does not really need to have an intuitive understanding of how heavy the objects are to play the game. It mostly does not come up and in any case many of the items are every day - or close enough to every day, that we have handled them in our lives. I don't really need to understand what the weight of a crossbow is in pounds to have some idea of how much a crossbow actually weighs. I've picked up objects that were close enough to crossbows to make a 'good enough for government work' guess.

Heh, I fully accept that. As I said, the whole metric idea was my first thought as I didn't really understand the change. But now I'm starting to see there might actually be some pretty good gameplay advantages to using squares instead of feet ...

I WISH we'd switch to the metric system. Stupid imperial system. I still don't know how many ounces are in a pound (and don't even get me started on what a fluid ounce is!)


David Marks wrote:
I WISH we'd switch to the metric system. Stupid imperial system. I still don't know how many ounces are in a pound (and don't even get me started on what a fluid ounce is!)

Yeah, but isn't the Imperial System more in line with D&D? I mean old European systems of measurements were based off stupid things like the average size of everyone's foot, or some kings foot, or the length of a dragon from head to tail.

The metric system is so cold. Literally. A meter is 1/10,000,000 the length from the north pole to the equator through Paris (which I guess also means the metric system is hot, but systems of measurement just don't do it for me). Star Wars supported this idea by using the metric system, what with their 2 meter squares. Or was it one meter? I forget, though I guess this only proves your point even futher.

Scarab Sages

David Marks wrote:
I still don't know how many ounces are in a pound (and don't even get me started on what a fluid ounce is!)

There are 16 ounces in a pound. Of course, then we'd have to get into talk of pounds-mass, and pounds-force, and many other wonderful bits of lunacy. Of course, I can't forget my favorite either - the SLUG.

Liberty's Edge

Aberzombie wrote:
David Marks wrote:
I still don't know how many ounces are in a pound (and don't even get me started on what a fluid ounce is!)
There are 16 ounces in a pound. Of course, then we'd have to get into talk of pounds-mass, and pounds-force, and many other wonderful bits of lunacy. Of course, I can't forget my favorite either - the SLUG.

My personal favorite is the cubit.

I'm still ambivalent about using squares. Since my first reaction is the interest of role-play rather than mechanics I'll probably remain ambivalent and just be a bit less strict about player movement.


I prefer 1-2-1.

RPG Superstar 2008 Top 32

I don't care what the unit is, non-euclidian space is non-euclidian space.

As for metric, I do wish we'd go to metric for official measures, but imperial units are MUCH better in the kitchen than metric. Powers of 10 make math easy for bookkeeping and things like that. However, Powers of 2 (which happen a lot in Imperial units for volume) are convenient in the kitchen, because making half or double a recipe is easier.

The Exchange

I like the 'hand' to measure stuff. Shame it's only used for horses anymore....
"How tall are you? SMACK! SMACKITY-SMACK, SMACK, SMACK! Damn, lost count. I better start over."
;P


Ross Byers wrote:

I don't care what the unit is, non-euclidian space is non-euclidian space.

As for metric, I do wish we'd go to metric for official measures, but imperial units are MUCH better in the kitchen than metric. Powers of 10 make math easy for bookkeeping and things like that. However, Powers of 2 (which happen a lot in Imperial units for volume) are convenient in the kitchen, because making half or double a recipe is easier.

That I don't understand, if a recipe requires 20gr of flour, for example, and you wanna double it, you double it to 40gr, or you take half the measure which is 10gr?

Liquid ounces etc just muck things up IMO


Steerpike7 wrote:
I prefer 1-2-1.

One thing I wish they'd have touched on in the books (or maybe they did and I missed it?) is how much the new movement system works with a hex grid as opposed to the square. You can't flank with as many figures, and larger creatures become a bit wonky, but suddenly 1-1-1 becomes euclidean again, and AEs even become more circular.

I don't want to derail my thread though, so lets get back to imperial vs metric! :P


Mace Hammerhand wrote:


That I don't understand, if a recipe requires 20gr of flour, for example, and you wanna double it, you double it to 40gr, or you take half the measure which is 10gr?

Liquid ounces etc just muck things up IMO

Maybe it's a cooking thing? I don't really get it either; it seems that either system should handle doubling and halving pretty much the same right? (I probably don't want to know this answer ...)

The Exchange

David Marks wrote:
Steerpike7 wrote:
I prefer 1-2-1.

One thing I wish they'd have touched on in the books (or maybe they did and I missed it?) is how much the new movement system works with a hex grid as opposed to the square. You can't flank with as many figures, and larger creatures become a bit wonky, but suddenly 1-1-1 becomes euclidean again, and AEs even become more circular.

I don't want to derail my thread though, so lets get back to imperial vs metric! :P

The 3.5 DMG has rules to use a hex grid, AoEs and flanking.


David Marks wrote:
Steerpike7 wrote:
I prefer 1-2-1.

One thing I wish they'd have touched on in the books (or maybe they did and I missed it?) is how much the new movement system works with a hex grid as opposed to the square. You can't flank with as many figures, and larger creatures become a bit wonky, but suddenly 1-1-1 becomes euclidean again, and AEs even become more circular.

I don't want to derail my thread though, so lets get back to imperial vs metric! :P

The old 1E AD&D DMG had rules for hexes as well. I like hexes for the reasons stated above. I think you can find the 3.5E rules for hexes at the Hypertext SRD (just Google it).

Sovereign Court Contributor

When I double a recipe, if I get confused, I usually add the amount listed, then do it again. It's pretty easy. Most recipes I have are in imperial, and I don't know the relative values off the top of my head.

As For not finding Imperial confusing in a metric country, Jeremy, you and I live in Canada; we use a half-assed metric system, since it's implementation was kind of cut short. Do you know how many kg do you weigh? How tall you are in cm? I sure don't. Most peopel I know use Celsius for low temperatures and Farenheit for high temperatures (I suspect because they like to complain about the heat and the cold). I lived in NZ for two years, which is far more metric than here, although most people there measure their weight in stones (which I also don't really understand).

I have heard folks from truly metric countries say that they appreciate when games either use metric or system-neutral measurements like squares. Of course, personal mileage may vary.

(Heh, I still say mileage. Never heard anyone say kilometerage)

My car gets 42 rods to the hogshead and that's how I likes it!

Sovereign Court Contributor

Fake Healer wrote:
The 3.5 DMG has rules to use a hex grid, AoEs and flanking.

I believe that info is all in Unearthed Arcana.

:checks:

Yep.


David Marks wrote:
Am I the only one starting to warm to the whole square idea? The more I think about it, the more I'm starting to really like it!

I think it's fine, and it makes it easier for some players. Good change.

Steerpike7 wrote:
I prefer 1-2-1.

So do I -- house ruling time!

Scarab Sages

Squares instead of feet never bothered me, personally.

It's just another clue as to the level of abstraction of 4E. It makes some things, as you rightfully noted, more practical, on a tactical level.

Sovereign Court Contributor

Tatterdemalion wrote:
Steerpike7 wrote:
I prefer 1-2-1.
So do I -- house ruling time!

I've said this elsewhere, and probably will again. I started play-testing KotS fully expecting, even wanting, to HATE 1-1-1-1 diagonal movement.

After the first fight, I realized that it didn't actually bother me in play at all. My group is now seriously considering bringing it into our 3.5 game.

It may not work for you in the long run, but play a few sessions with it before you decide to change it.


Rambling Scribe wrote:
Tatterdemalion wrote:
Steerpike7 wrote:
I prefer 1-2-1.
So do I -- house ruling time!

I've said this elsewhere, and probably will again. I started play-testing KotS fully expecting, even wanting, to HATE 1-1-1-1 diagonal movement.

After the first fight, I realized that it didn't actually bother me in play at all. My group is now seriously considering bringing it into our 3.5 game.

It may not work for you in the long run, but play a few sessions with it before you decide to change it.

I've now played three sessions with 1-1-1 diagonals. I still don't like it and neither does the rest of my group :)

Sovereign Court Contributor

Steerpike7 wrote:
I've now played three sessions with 1-1-1 diagonals. I still don't like it and neither does the rest of my group :)

Fair enough. It won't be for everyone.


On the subject of movement on diagonals (sorry for the slight threadjack, but I thought that this was sufficiently interesting to post here):
Until the spells involved get errata'ed, Squirrelloid and others have found a way to break 4E with a little help from your friendly, neighbourhood, diagonal movement....

(Warning, high level Orcus-killing involved; copied, with a couple of BBCode insertions necessary for accurate representation of the quote structure, from the WotC 4E forums)

Spoiler:
Squirrelloid wrote:

Credits and Caveats

First, let me say that I am not entirely to blame for this. The general framework was originally suggested by PerfectPrefect and prompting for awesome was done by Commx, both on BrilliantGameologist, I just happened to supply some of the awesome.

Second, this does assume there is a party. However, aside from a round 1 supercharging of the wizard, they just deal with the mooks and leave orcus to the wizard.

Third, it's obvious that a wizard and a cleric together could do this more elegantly with less schizophrenic builds. But this will be fun! (And the two character version is obvious after demonstrating the one character version)

Combo Basis
Part I:

PerfectPrefect wrote:
Wait a minute, thought coming. Blood Pulse specifies that those affected by it take 1d6 damage for each square it leaves. Does that mean that creatures that take up multiple squares take even more damage when they move?

The answer is of course yes. Blood Pulse does damage for every square the creature leaves, which depends on how far it moves and its 'footprint' (number of squares it takes up).

Note Orcus is Gargantuan, meaning his footprint is 4x4. He leaves at least 4 squares for each point of movement he makes, and 7 when he moves diagonally. (And if he tries to fly up he leaves a full 16 for each up he goes).

Part II:
Bolstering Blood allows you to sacrifice 1d10 or 2d10 hp to add damage (= to that dealt to yourself) to a spell *each* time it deals damage. We choose to take 2d10 (average 11).

Average per square left from a bolstered Blood Pulse is 14.5.

Commx wrote:
Orcus is Gargantuan, so if we push him diagonally, he leaves 7 squares each time, dealing an average of 7*14.5 damage to him. Now, we only need to push him 15 squares to kill him. That should be doable by a Lvl30 Wizard...

Ie, if we can make him move diagonally, we only need to move him 15 squares. If we move him without a single diagonal, 1525/58 = 26 and change (that change will be the initial Blood Pulse damage).

Pt III
Cause Fear is the best forced movement ability in the PHB. It also forces them to move _away_ from you (3 possible directions each step of movement), which means you may be able to force some or all diagonal movement, or make him fly to avoid falling down an inconvenient chasm (which is far worse for him with blood pulse).

If we make Orcus run 13 squares away, he's out of range of all his effects, can't return without killing himself (his longest range power is a close burst 10, and the range on Cause Fear and Blood Pulse is also 10 or more, so he'd have to move all the way back), and we can do it again the following turn with Soul Burn to retreive Cause Fear (and Blood Pulse lasts to the end of your next turn). Thus, assuming we can't make him fly (which has a higher speed), and he can travel in a non-diagonal path the entire distance (conservative assumptions), we'd need a charisma of +7 to make him move 13 squares in a turn.

We also need good wisdom and intelligence. Yay MAD...

The Build
Tiefling Wizard/cleric/Blood Mage/Demigod

Relevant starting stats: Int 16 Wis 16 Cha 16
Relevant Stats @ Lvl 30: Int 26 Wis 20 Cha 24

Req feats: Initiate of the Faith, Novice Training (Cause Fear)
Nice Feats: Hellfire Blood

Combo:
(Round 1)
Use AP
Standard: Blood Pulse
Standard: Cause Fear
Minor: Soul Burn (retrieve Cause Fear)

(Round 2)
Move: Dim Door to within range
Standard: Cause Fear

Which moves Orcus exactly 26 squares, and succeeds in killing him in the worst case scenario for us, assuming we hit every attack.

Hitting
This is where the party comes in. See, without the party, we have a mere +29 = +8 int + 15 level + 6 item for blood pulse, and +27 = +5 wis + 15 level + 6 item + 1 hellfire blood for Cause Fear, and we need to hit his 49 Will defense with both Cause Fear and Blood Pulse. We can get the +2 CA modifier pretty easily, such as from a cloak of invisibility.

A warlord/battle captain can kick out the following bonuses: +int mod power bonus to hit (inspiring word+battle captain), +1 to hit when he spends an AP, +2 to hit on round one (or round one and the surprise round). If we assume the Warlord/Battle Captain ends up with a +9 int mod (not unreasonable if he goes demigod), the best bonus we can net is +12 on round one if he spends an AP.

(If we get surprise, we can drop Blood Pulse in the surprise round and 2x Cause Fear with an AP in the second round, netting +11 in the surprise and +12 in the 1st round).

A +12 + CA gives us a +43 with Blood Pulse, and a +41 with Cause Fear, which is at least reasonable odds of success.

"Full" Party
If we assume two characters handling Orcus with a Battle Captain as support, we'd want a Human Wizard/Bloodmage/Archmage starting int 20, int 28, and an Elf laser-Cleric/DO/Demigod starting wis/cha 18/16, wis/cha 28/26, and two rolls to hit with Cause Fear + Elven Accuracy, which with the Warlord/Battle Captain support easily outperforms on hitting and to better effect (more squares moved per cause fear). Wizard uses Arcane Gate to help the cleric close to range again, and the Battle Captain can let the Cleric regain an encounter power. Alternately, the Battle Captain can instead kick in one of his crazy movement powers to move Orcus around for massive damage.

Note that this uses a mere 3 characters, and probably doesn't take the Warlord's full attention. That leaves two characters (likely a defender and striker) to deal with or delay whatever minor threats are about. It uses the wizard's standard action for one turn (and he could AP for another action elsewhere in the battle, and probably wants to so he can Action Surge the Blood Pulse), and the cleric's standard actions for 2 turns, during which he could also burn an AP for an action elsewhere (but can't for 2x Cause Fear because he needs the Warlord to refresh it for him). Also note that Blood Pulse effects an area, which means some lackeys probably get caught in its effect as well (possibly killing minions or severely hampering other foes).

It also kills Orcus without him contributing at all to the combat, turning the combat from probably brutally hard to fairly easy.
__________________
--The Squirrelloid


Rambling Scribe wrote:
Fair enough. It won't be for everyone.

True. Actually, we've been experimenting with hexes, so we may switch to that and keep 1-1-1.


Charles Evans 25 wrote:

Until the spells involved get errata'ed, squirrelloid and others have found a way to break 4E with a little help from your friendly, neighbourhood, diagonal movement....

(Warning, high level Orcus-killing involved)
*spoiler omitted*

Pretty interesting. Even if you could sell me on Blood Pulse doing damage per square though, I think you'd be hard pressed selling me on each square getting the bonus Bolstering Blood damage seperately. Still, clever approach. You could try to get him to move on a double diagonal (up AND diagonally for something like 23 squares as well) to speed things up, but I'm not sure how you'd set a situation up to require that level of movement.

RPG Superstar 2008 Top 32

David Marks wrote:

Maybe it's a cooking thing? I don't really get it either; it seems that either system should handle doubling and halving pretty much the same right? (I probably don't want to know this answer ...)

This should explain it rather succinctly:

Ask Science!

Edit: Link seems slightly broken somehow, so here is url: http://slog.thestranger.com/2008/05/b*@@@ing_about_people_not_using_metrics

Edit: Ah. The auto-censor is eating the link. I think you guys can figure out the full URL.


Ross Byers wrote:


This should explain it rather succinctly:
Ask Science!

Edit: Link seems slightly broken somehow, so here is url: http://slog.thestranger.com/2008/05/b%&@*ing_about_people_not_using_met rics

Edit: Ah. The auto-censor is eating the link. I think you guys can figure out the full URL.

I'd assume in a metric system we'd be able to get cups marked with 1/3 and 1/4 marks ... heck it seems like it'd be too useful for a capitalistic market to NOT create.

I get the point he's trying to make, but I'm not swayed. I still wish we used metric. :)

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