As a DM, how do you handle movement on a square grid?

Re: Twirlip says...

Nifft said:
I keep it simple and use a hex map. :p

-- Nifft, sure that hexopodia is the key insight
Hex maps don't make it simpler, they just make it impossible to make 90-degree turns. Ever try going east or west on a hex map? You get this bizarre zig-zagging effect.
 

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Bob5th said:
Well our group uses the 5-10 method and it's easy enough to keep track of. And I think I saw it in Dragon a while back.

Is that where it was?

I've been using it forever. Then I started playing with some different people, and they said that it wasn't in the rules. Sure enough, it wasn't.

I heard it's going to be a 3.5 rule though.
 


I thought Clerics could only move on diagonals, Paladins could only move in L-shapes, and Commoners could only move straight ahead...?

-Hyp.
 




Since we often need more dungeon space than the standard battlemat can provide, we now use the 6-12 method. :D :confused: :p
 

Fast Learner said:
We use the good old 5-10-5-10. Works quite well and is extremely easy to do (it works out identical to KDLadage's point system).

If we didn't use it, there'd be a ton more diagonal movement in the game, and positioning yourself would become a game of taking advantage of diagonals whenever possible (move two squares this way and your spell will travel 20 feet further... woohoo!).

My only problem is when you have that odd final move (for example, if diagonal ended on one round as 5 ft. do you start the next round as 5 ft. or 10 ft.?) In order to handle such situations, I have been allowing players to carry over no more than 1 movement point (2.5 feet) from one round to the next.
 
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