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Moving diagonally between enemies on a grid
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<blockquote data-quote="Shiroiken" data-source="post: 7105186" data-attributes="member: 6775477"><p>On a grid, it really depends on how you work your diagonals. If you use 1:5' (standard 4E & 5E rule), then it doesn't make sense to allow diagonal movement between hostile creatures. Each space = 5 feet and Pythagoras is a liar when he says otherwise. If you use 2:15' (standard 3E & variant 5E), then it doesn't make sense to prevent the movement, as the creatures don't occupy the full distance, and technically there is 7.5' between them instead of 5'. I would argue that such movement is equivalent to Squeezing and would require a check of some kind (probably Dex/Acrobatics vs. Wis/Insight).</p><p></p><p>As for Hexes, they are awesome if you use them right, but most people don't. When drawing on a hex, you don't draw from any of the 6 intersecting points. Instead you pick one of the non-orthogonal lines and start from the middle of one of them. This creates a split of the hex of about 20% and 80%, which makes it obvious which hexes are usable (anything over 50%). This takes a LOT of practice to get used to, so most people feel it's not worth it, even though it is. It solves almost all distance problems, especially AoE and diagonals. Hallways can feel weird, however, since you don't always line up side by side, which can allow for a slightly more protected character (can only be attacked by 1 enemy, as opposed to 2).</p><p></p><p>Final note: when using a grid, you should also draw from the middle of the square when drawing diagonals to keep the same effect. Otherwise you have a lot of unusable half-squares.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7105186, member: 6775477"] On a grid, it really depends on how you work your diagonals. If you use 1:5' (standard 4E & 5E rule), then it doesn't make sense to allow diagonal movement between hostile creatures. Each space = 5 feet and Pythagoras is a liar when he says otherwise. If you use 2:15' (standard 3E & variant 5E), then it doesn't make sense to prevent the movement, as the creatures don't occupy the full distance, and technically there is 7.5' between them instead of 5'. I would argue that such movement is equivalent to Squeezing and would require a check of some kind (probably Dex/Acrobatics vs. Wis/Insight). As for Hexes, they are awesome if you use them right, but most people don't. When drawing on a hex, you don't draw from any of the 6 intersecting points. Instead you pick one of the non-orthogonal lines and start from the middle of one of them. This creates a split of the hex of about 20% and 80%, which makes it obvious which hexes are usable (anything over 50%). This takes a LOT of practice to get used to, so most people feel it's not worth it, even though it is. It solves almost all distance problems, especially AoE and diagonals. Hallways can feel weird, however, since you don't always line up side by side, which can allow for a slightly more protected character (can only be attacked by 1 enemy, as opposed to 2). Final note: when using a grid, you should also draw from the middle of the square when drawing diagonals to keep the same effect. Otherwise you have a lot of unusable half-squares. [/QUOTE]
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