06-09-2021, 08:00 AM | #21 | |
Join Date: Sep 2007
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Re: Hexes, real world measurements, and GURPS reality
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Pull out your compass and just draw a circle of various radii on a sheet of hex paper. Then look at where the boundary line falls. You'll see it cuts about halfway through a ring of hexes. You can include those partial hexes, or exclude them. GURPS rounds down (toward the center of the circle, excluding those partial hexes). Simple, and doesn't require any equations. |
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06-09-2021, 09:19 AM | #22 | ||
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Hexes, real world measurements, and GURPS reality
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Speed/Range formula: 2 - 6*log(Distance in Yards) Size formula: 6*log(length in yards) - 2 Round to nearest integer. But to keep everything consistent spell area should have been rounded up. Quote:
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06-09-2021, 10:53 AM | #23 | |||
Join Date: Jun 2013
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Re: Hexes, real world measurements, and GURPS reality
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06-09-2021, 12:01 PM | #24 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Hexes, real world measurements, and GURPS reality
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I have to respectfully disagree with much of what people have said in this thread, but mostly with what you yourself wrote above. To wit: The math of Hexagonal grid is pretty simple. If you use the actual templates provided for in GURPS MAGIC pg 15, or GURPS BASIC SET page 239, you can count from edge to edge, knowing that from side to side of each hex, is 3 feet. A 4 hex radius spell when measured from end to end, is precisely 7 hexes wide. This makes the diameter of said "circle" to be equal to exactly 21 feet. As for any other problems with GURPS MAGIC that arises with trying to match the implications of the spell with real world effects... If people don't much care about it, then having something drop a given number of gallons of water over a given area of ground for 1 hour doesn't much matter. Why? They do not CARE. If on the other hand, someone wants to know how much water descends over that same surface space in the span of an hour, the spell description spells it out. 1 Inch for one hour over a diameter of 10 Hex Radius. Using GURPS rules from the pages of not one source book, but two (which are in perfect agreement with each other), measuring from end to end still ends up being only 57 feet. So, pick the center of a hex for a single point, and we'll call it the Center. A geometrical shape that has a length of 57 feet, and forms a perfect circle, will have a diameter that runs through that one point, measuring 57 feet. This means that the Radius is equal to 1/2 of 57 feet, or 28.5 feet. So, either a spell cast using GURPS MAGIC that is an area spell, appears as a perfect circle to the senses of the characters in a GURPS Game universe, or it appears as a hexagonal like shape that matches Identically, the illustrations given on pages 15 of GURPS MAGIC or 239 of GURPS BASIC SET: Characters. As best as I can see, that's the only real issue here. How people want to play it in their game worlds is fine. How people want to debate the meaning of "IS" is - that's fine. Me? I work with math to figure out the implications of the spells as if I were really there in such a game universe applying analysis of geometry or what have you. If the formulas for describing the real world exist and can be applied to analysis of GURPS MAGIC, all the better in my opinion. By the by, I think I've been using 6 tons as the figure for how much Iron is produced by Stone to Metal in GURPS MAGIC. Doing the math: Diameter of Cylinder is equal to Pi * R^2 * Height. The height of a hex is defined to be 6' in height. The distance from side to side of a hex is 3 feet. Thus, the volume in cubic feet of a "pure circle area spell" would be 42.4115. Multiplied by 491.5 lbs/ft^3 = gives us 20845.25265 lbs or 10.422 short tons. All that for a mere 10 energy. So, yes, I'm actual geometry and other mathematical formulas to the world in a GURPS MAGIC game - as if the world that GURPS MAGIC exists within is essentially the same as a non-magic world (such as ours). GURPS MAGIC doesn't say how the water is made to arrive. It doesn't say that a rain cloud is instantly formed at the end of the spell casting and then starts to rain. It does't say how much water was actually falling that MISSED the area of effect. It doesn't say how high the rain starts from before it falls. All of these things will have to be adjudicated by the GM as they see fit. But frankly? There are OTHER issues that have to be addressed by a GM who has either the resources or the inclination or even both. If you need to know how much rain falls on plants for farming needs, and having THAT information helps? Great. If you don't have a need for that information? No problem. If I have a set of rules that determines how much crops are produced in a growing season, and it depends on how much or how little rain comes into play - then it matters. Rain in real life can force ripe grain seeds to fall to the ground before it can be harvested (and thus lowers the yield per acre value of harvest in real life). You can be certain that if magic really did exist, that during harvest, there may well be people who'd pay the Mage 1/10th of their harvest to the Mage for keeping the rain away during harvest time. The mage need not earn any more money than 1/10th the harvest of a village and then sell the proceeds of that grain on the market. Keep some of it for his own consumption, sell the rest and he is standing pretty pat. Shhhhh. Don't mention this to those who are participating in the Mages are Coins thread, or they'll start figuring out ways for mage born to earn their income from the less wealthy serfs in the villages being set up for discussion... |
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06-09-2021, 12:08 PM | #25 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Hexes, real world measurements, and GURPS reality
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IN GURPS, it is possible to have more than one person in a hex - correct? If a circle were such that part of it were inside of a hex, but not more than 1/2 of the hex, why could there not be a person who gets within 1/2 inch of a "effect boundary" without actively entering said effect? Just playing devil's advocate here. Me? A perfect circle would be inscribed within the edges of the hexes furtherest from the Center of Effect. The real problem here that I see is this... The distance between side to side of a hex measures precisely 3 feet in GURPS. Question now is: What is the LENGTH of a diagonal of a single hex plus the length of a BASE of a hex (ie a side itself)? In a 4 hex diameter spell area as depicted on page 15 of GURPS MAGIC, you have 1/2 of a diagonal in the hex of origin, plus a hex side length. Then a FULL diagonal, plus one more hex side length. One has to wonder what that "length" is from center to the very edge of the hex in that case? |
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06-09-2021, 12:31 PM | #26 |
Join Date: Jun 2013
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Re: Hexes, real world measurements, and GURPS reality
An option between "perfect circle" and "honeycomb spells" would be to say the spell conforms roughly to the diagrams from the books, resulting in a shape somewhere between a hexagon and a circle. It doesn't even need to be regular/even - perhaps the edges are fuzzy/wavy, chaotically varying a bit in distance, but ultimately approximating a hexagon.
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06-09-2021, 12:53 PM | #27 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Hexes, real world measurements, and GURPS reality
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06-09-2021, 01:24 PM | #28 |
Join Date: Sep 2006
Location: Luxembourg
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Re: Hexes, real world measurements, and GURPS reality
You could also say that any casting of an area spell split reality into 2 parallel universe.
In one, the spell cover a perfect geometric circle. In the other, the spell cover an hex-based tiling. At times, an Outside-Context entity switch the characters between the 2 universes, a perception filter making them unable to notice the transition or the difference between the 2 realities. |
06-09-2021, 01:27 PM | #29 |
Join Date: Jun 2013
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Re: Hexes, real world measurements, and GURPS reality
I'm thinking very roughly honeycomb-shaped, with fuzzy, chaotic edges. Indeed, those that last more than a brief moment may well shift around a bit, making it difficult to determine the actual center of the area of effect (but for purposes of combat, there's always enough in each nominally-included hex to fully affect the occupants, and not enough in the adjacent hexes to affect their occupants).
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06-09-2021, 02:44 PM | #30 | |
Join Date: Sep 2007
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Re: Hexes, real world measurements, and GURPS reality
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But it does create the problem that you can't cast an area spell covering 1 hex. (Since the first area increment, 1 yard radius, base FP cost, results in the 7-hex megahex, projecting that sequence the other way to get a 1 hex area, you'd have to cast a 0-yard radius spell at 0 increments for 0 * base FP cost. That results in an infinite increase in actual error over calculated area, which is of course a vastly larger error from mapping to hexes than the error you get by rounding down. If you're concerned about the math and unfairly losing area, that is.) Better arbitrarily plug that hole by also houseruling that a 1 hex area costs, oh, 0.5 * base FP cost for a 0.5 yard radius to fit inside that hex. Not longer a smooth progression, but there we are. |
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