08-03-2021, 11:04 AM | #11 | |||
Join Date: Aug 2018
|
Re: Hex facing and half-turns
Quote:
Seems less mobile armors might prevent the twisting of hips/spine that aid the neck/eyes in scanning. Quote:
Interesting how the near/mid/far classification is 60 degree increments just like GURPS hexes. I definitely like the idea of progressively getting penalties the further you get from the 5 degrees of "central" vision. Like -1 for paracentral, -2 for macular, -3 for near, -4 for mid, -5 for far. Quote:
Even though once an turn one's head back and forth, there are realistic limits to how often/quickly people can do that, not to mention that's a distraction from focusing on other tasks like fine motor skills, casting spells, planning, etc. The problem is that while making crunch for it is an appealing concept, quantifying it would be very difficult. Energy cost would be less than a Movement Point, maybe charge a tenth of a Movement Point? Despite "facing" making you think of your face, given how it affects things like what hexes you can attack/parry perhaps we ought to define a separate concept for that called that "chesting" because it's the direction your chest/torso is oriented in? Changing one's chesting would create equal changes in facing due to the torso/neck connection (unless of course you have a detached head via Independent Body Parts) so if you wanted to keep looking in same direction after pivoting you could compensate by changing neck rotation in other direction. |
|||
Tags |
battle map, facing, hex grid, tactical combat |
Thread Tools | |
Display Modes | |
|
|