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Old 07-17-2012, 05:15 PM   #11
Anaraxes
 
Join Date: Sep 2007
Default Re: Chess-like teleportation

Slightly more limiting if you can't choose which of the two hexes form the base of the 'L'. The limitation might be really "only three yards" or "only two yards".

Knights in chess don't have facing, so I assume that's not a problem here. But that could be another limitation; in tactical combat, it might cost you some Move to face the right way before porting. If you were so limited, you'd also have the possibilities of "Left-Handed L Only" or "Right-Handed L Only", which is to say one specific hex given your facing, two or three hexes away (pre-selected in the most stringent case).
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Old 07-20-2012, 11:07 AM   #12
Not another shrubbery
 
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Default Re: Chess-like teleportation

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Originally Posted by Anaraxes View Post
Slightly more limiting if you can't choose which of the two hexes form the base of the 'L'. The limitation might be really "only three yards" or "only two yards".

Knights in chess don't have facing, so I assume that's not a problem here. But that could be another limitation; in tactical combat, it might cost you some Move to face the right way before porting. If you were so limited, you'd also have the possibilities of "Left-Handed L Only" or "Right-Handed L Only", which is to say one specific hex given your facing, two or three hexes away (pre-selected in the most stringent case).
I gathered that the idea was to limit the number of potential destinations at the range extent, much like a knight in chess cannot (in one move) reach every square two spaces away from it.
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Old 07-20-2012, 11:35 AM   #13
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Default Re: Chess-like teleportation

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I gathered that the idea was to limit the number of potential destinations at the range extent, much like a knight in chess cannot (in one move) reach every square two spaces away from it.
But that only works because chessboard space is discrete. Physical space is continuous. Though I suppose you could say "teleport, 2.25 yards, must land 26.6° to the side of the direction you are facing." But you could still turn any arbitrary number of degrees to change your destination.

Bill Stoddard
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Old 07-20-2012, 12:11 PM   #14
Not another shrubbery
 
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Default Re: Chess-like teleportation

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But that only works because chessboard space is discrete. Physical space is continuous. Though I suppose you could say "teleport, 2.25 yards, must land 26.6° to the side of the direction you are facing." But you could still turn any arbitrary number of degrees to change your destination.
Heh, I won't argue the playability of the idea. It would be better just to get the specific intent from the op. If the chess analogy held up, I would not think that simple facing would matter. You'd probably base it on some external factor, like true north.
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Old 07-20-2012, 12:19 PM   #15
sir_pudding
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Default Re: Chess-like teleportation

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Originally Posted by Not another shrubbery View Post
If the chess analogy held up, I would not think that simple facing would matter.
Since Concentrate gives you a Step, facing won't actually matter regardless. Without some really arbitrary rule (like a true north orientation) it's just going to end up being "Can Warp either 2 or 3 yards".

If you really want knight movement how about using a single orienting direction as NAS suggests and decoupling it from the hex grid? Have the character Warp in straight cardinal lines and end up in whichever hex that puts them.
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Old 07-20-2012, 03:17 PM   #16
Langy
 
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Default Re: Chess-like teleportation

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But that only works because chessboard space is discrete. Physical space is continuous. Though I suppose you could say "teleport, 2.25 yards, must land 26.6° to the side of the direction you are facing." But you could still turn any arbitrary number of degrees to change your destination.

Bill Stoddard
I was kinda assuming he could turn any arbitrary number of degrees; instead, he could only point himself in specific facings. Basically, I assumed he was trying to stat up an actual board-game piece in GURPS terms.
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Old 07-24-2012, 02:54 PM   #17
JMD
 
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Default Re: Chess-like teleportation

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Originally Posted by Not another shrubbery View Post
Heh, I won't argue the playability of the idea. It would be better just to get the specific intent from the op. If the chess analogy held up, I would not think that simple facing would matter. You'd probably base it on some external factor, like true north.
The original intent is just to have the warp act like the knight piece. I'm totally open to having their facing matter (or not) depending on what people came up with.

This IS for an actual game. There are several gods, and worship by a god by a character (demi-gods) confers onto them a blessing in the form of a power. This power derives from the horse-headed god of travel.
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Old 07-24-2012, 03:07 PM   #18
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Default Re: Chess-like teleportation

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The original intent is just to have the warp act like the knight piece. I'm totally open to having their facing matter (or not) depending on what people came up with.
I'd make it depend on an arbitrary direction (just like a chess board) and in-game straight lines rather than a hex grid that doesn't exist in game.
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Old 07-24-2012, 03:11 PM   #19
JMD
 
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Default Re: Chess-like teleportation

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I'd make it depend on an arbitrary direction (just like a chess board) and in-game straight lines rather than a hex grid that doesn't exist in game.
That's a pretty good idea. How does this look?

Warp [5
Reliable 5, 25%;
L-shape only, Cardinal Directions Only (Nuisance), -5%;
3-yards only, -65%;
Costs Fatigue 1, -5%;
Uses per day 4, -20%;
Takes Recharge 5 seconds, -10%]
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Old 07-24-2012, 07:07 PM   #20
tfaal
 
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Default Re: Chess-like teleportation

What happens if he teleports from the North Pole? :P
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