A Different Way to Handle 1 2 1 2

Conceptually, I find the idea interesting, and were I to use it, I think I'd house rule no ending on a diamond.

That said, I know for a fact that at least 3 people I regularly game with would not be able to wrap their mind around this satisfactorily to be a benefit.

Having investigated more based on the image you used, this actually, more than most of the other threads about it, made me reconsider the benefits of hex...but I dislike the visual feel of it, til I found...

circle hex map graph

This provides a tighter grid visually for me, and would also resolve the 1-2-1 math that a couple math/memory challenged people I game with have with the square diagonal method.

Now all I need to do is figure out how to clean the exisitng grid off my chessex battlemats and print a circle grid on it.

For those looking for interesting graph metrics....I found this at

http://incompetech.com/graphpaper/
 
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Due to the different sizes of the shapes I believe this would also create issues with critters huge and above. Also with minis getting bumped slightly during movement I can see losing the original placement much easier, then when you add flanking to the mix it becomes more complicated. Also *I* haven't seen octangle graph paper so are you suggesting drawing out every octagon? I like the battlemats and can update as I go for what the pc's can see, nor would I wish to flush through ink carttridges left and right. Lastly I'm all in favor of the 1-1-1 because I believe 1-1-2 is more accurate than the 1-2-1 but hey that's me
 

You can easily use the 2/3 rule and use a regular grid; that's something I suggested elsethread (though I think I got it from someone else? I dunno)

Double 'movement in squares.' Straight movement costs 2, diagonal costs 3, and 'five foot step' is 3 movement. Always round down fractions.

The effect is just like 1-2-1-2. Pro: no remembering what diagonal you're on. Con: larger, less representative numbers.
 



You know, there's a much easier way of handling this that's been mentioned a bunch of times.

Double the movement value of the character, then use 2 mp for cardinal directions, and 3 mp for diagonals.

The biggest problem with 1-2-1-2 isn't hard math, it's forgetting when the last time you moved diagonal was. It takes more time to remember because it's not just a straight 'count' of movement (and why 1-1-1-1 is so simple).

With the 2/3 mp cost, the math is straight addition and you go till you run out of mp. Simple. Easy. Pretty elegant.
 

Wow, one_Warlock, great find!

How does the circle graph not solve all our problems?
Even flanking, it still allows one to be surrounded by 6 foes.
 

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