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as_bat
05/14/2010, 14:24
STAIRS AND LADDERS
a character must pass through every square of the stairs (from “bottom” to “top” or vice versa) and cross the boundary between elevated and grounded terrain in order to change elevation


and

squares of a stairway are always adjacent to one another even when the boundary of elevated terrain falls between squares

what happens with a map like LOSH that we have something like this

a|1
b|2
c|3
d|4

where the letters are the grounded part and numbers are the elevated part of stairs

movement can go freely from letters to numbers?
or it must be from a to 1 or b to 2 and so on?
what about adjacency?
a and 1 are adjacent for sure.
what about b and 1 for example?

and this part of the map?
a|1
2 3

where the letters are the grounded part and numbers are the elevated part of stairs

how must be the movement? from a to 1 or 2?
or can it be from a to 1, 2 or 3?

Thanks!

normalview
05/14/2010, 14:38
I don't have that particular map handy, so I can't really comment with any certainty.

If I understand your diagrams correctly, in the first one a is adjacent to 1 and 2; b is adjancent to 1, 2, and 3; c is adjacent to 2, 3, and 4; etc. This is because the stair is one square "high" and once a character moves on to a, b, c, or d, it is on the stair and then can move into an adjance square of elevated terrain.

In the second diagram, I am not even going to try to answer because I can't tell what is actually the top of the stairs there. I will say that in corner stairs like that, the map is usually very specific in its drawing of the top of the stair and that one square is the square a character climbing to the top must move through; it can't cut corners on the diagonal.

as_bat
05/14/2010, 14:51
in the firs diagram imagine a stair that is abcd wide in grounded terrain and 1234 in elevated and the direction goes from the letters to the numbers


in the second diagram its the weird thing.

the drawing of the stair is diagonal it does nod follow is as if it would go from a to 3.

what is your opinion in both situations now that i elaborate a little more the diagram?

normalview
05/14/2010, 14:58
in the firs diagram imagine a stair that is abcd wide in grounded terrain and 1234 in elevated and the direction goes from the letters to the numbers


in the second diagram its the weird thing.

the drawing of the stair is diagonal it does nod follow is as if it would go from a to 3.

what is your opinion in both situations now that i elaborate a little more the diagram?

My opinion remains the same as before. I don't feel comfortable going into any more detail until I can see the actual map in question.

as_bat
05/14/2010, 15:34
ok! ill wait :D thanks for your time :D

Hero_guy
05/14/2010, 15:56
Weird, I played a game on this very map and this very question came up during the game because I wanted to charge an opposing fig near the top of the staircase. I think the Space map has the same set-up in terms of stairs (at least for example 1). The staircase is more than 1 square wide.

123
abc

123 is elevated terrain and abc is grounded terrain. All of them are part of a stairway. So would I be able to move from a onto 2?

lancelot
05/14/2010, 16:00
Diagonal movement on stairs is no different than normal diagonal movement.

normalview
05/14/2010, 16:23
You have to move from a stair square to a top of the stair square.

On a stair way one square wide, that leaves one, and only one, top of the stair square to enter... which is why you can't exit on a diagonal.

However if a stair is more than a square wide (in the examples above, it is 4 squares wide) then there are also more top of the stair squares available. So simply move from a stair square into an adjacent top of the stair square and everything is a-okay.

as_bat
05/15/2010, 08:03
However if a stair is more than a square wide (in the examples above, it is 4 squares wide) then there are also more top of the stair squares available. So simply move from a stair square into an adjacent top of the stair square and everything is a-okay.
This also implies that the adjacency between the grounded squares of the stair is ok with their diagonal elevated counterparts, right?

1234
abcd

like b is adjacent to 1 2 and 3?

normalview
05/15/2010, 08:05
This also implies that the adjacency between the grounded squares of the stair is ok with their diagonal elevated counterparts, right?

1234
abcd

like b is adjacent to 1 2 and 3?

See my earlier post:

I don't have that particular map handy, so I can't really comment with any certainty.

If I understand your diagrams correctly, in the first one a is adjacent to 1 and 2; b is adjancent to 1, 2, and 3; c is adjacent to 2, 3, and 4; etc. This is because the stair is one square "high" and once a character moves on to a, b, c, or d, it is on the stair and then can move into an adjance square of elevated terrain.

In the second diagram, I am not even going to try to answer because I can't tell what is actually the top of the stairs there. I will say that in corner stairs like that, the map is usually very specific in its drawing of the top of the stair and that one square is the square a character climbing to the top must move through; it can't cut corners on the diagonal.