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Terrain modifiers visual aid
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Sleeping Dragon
Draconis Combine
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PostPosted: 25-Apr-2015 01:08    Post subject: Terrain modifiers visual aid Reply to topic Reply with quote

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.
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Mordel
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PostPosted: 25-Apr-2015 17:12    Post subject: Terrain modifiers visual aid Reply to topic Reply with quote

Personally, I think it just adds more clutter. Figuring out to-hits is fairly easy assuming you get LOS correct.
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Vagabond
Mercenary
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PostPosted: 25-Apr-2015 18:15    Post subject: Re: Terrain modifiers visual aid Reply to topic Reply with quote

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.
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Sleeping Dragon
Draconis Combine
Tai-i
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PostPosted: 26-Apr-2015 00:15    Post subject: Terrain modifiers visual aid Reply to topic Reply with quote

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.
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Sleeping Dragon
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PostPosted: 26-Apr-2015 00:21    Post subject: Re: Terrain modifiers visual aid Reply to topic Reply with quote

I was thinking it could be about 0,75 mm dots at the lower edge of the hex arranged in rows.
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Stinger
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PostPosted: 26-Apr-2015 10:09    Post subject: Terrain modifiers visual aid Reply to topic Reply with quote

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]
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PostPosted: 26-Apr-2015 23:22    Post subject: Terrain modifiers visual aid Reply to topic Reply with quote

I like that idea, it sounds like a great aide.
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