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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 25-Apr-2015 01:08 Post subject: Terrain modifiers visual aid |
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I was thinking about printing a few maps and got an idea how to ease counting of the modifiers. I think of adding red dots to the hex for additional MP needed to enter the hex (aside from levels), blue dots for every +1 penalty for fire passing through and green dots for 10 points of structural identity.
So a light forrest would have one green and one red, level 1 water would have one red etc.
Can you imagine this working for others, or would you consider this more confusing than helpful? I'd have to consult this with my players of course, but I want to hear your oppinions as well. _________________ The dragon NEVER sleeps!
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Posted: 25-Apr-2015 17:12 Post subject: Terrain modifiers visual aid |
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Personally, I think it just adds more clutter. Figuring out to-hits is fairly easy assuming you get LOS correct. _________________ Mordel Blacknight - Site Administrator
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5789 Location: United States
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Posted: 25-Apr-2015 18:15 Post subject: Re: Terrain modifiers visual aid |
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Sleeping Dragon wrote: | I was thinking about printing a few maps and got an idea how to ease counting of the modifiers. I think of adding red dots to the hex for additional MP needed to enter the hex (aside from levels), blue dots for every +1 penalty for fire passing through and green dots for 10 points of structural identity.
So a light forrest would have one green and one red, level 1 water would have one red etc.
Can you imagine this working for others, or would you consider this more confusing than helpful? I'd have to consult this with my players of course, but I want to hear your oppinions as well. |
if done correctly so as not to clutter the field, it could aid less experienced players. I would print out a test map or two and see what people think. _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 26-Apr-2015 00:15 Post subject: Terrain modifiers visual aid |
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True provided that you know the modifiers by heart, which we don't. This way we could only count blue dots and add movement and cover. _________________ The dragon NEVER sleeps!
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 26-Apr-2015 00:21 Post subject: Re: Terrain modifiers visual aid |
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I was thinking it could be about 0,75 mm dots at the lower edge of the hex arranged in rows. _________________ The dragon NEVER sleeps!
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Stinger The Knights of Chaos General
Joined: 30-Apr-2002 00:00 Posts: 1833 Location: United States
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Posted: 26-Apr-2015 10:09 Post subject: Terrain modifiers visual aid |
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If you worked it out so they were right above the numbers on each hex. Or were actually behind each number than that might work out well.[/list] _________________ Stinger If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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Emmy Clan Wolf Star Commander
Joined: 20-Mar-2004 00:00 Posts: 167 Location: United States
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Posted: 26-Apr-2015 23:22 Post subject: Terrain modifiers visual aid |
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I like that idea, it sounds like a great aide. _________________ "I love deadlines. I especially love the 'whooshing' sound they make as they fly by" ~ Douglass Adams Happiness is biting your bird back.
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