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

Just Use a Tape measure.

make each player bring a cheap construction tape measure to the game table. The tape can be bent arround corners if nessecary so you can get a quick analysis of where the character moves.

If your grid is 1"=5' then this method will work great.
 

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Re: Re: Why diagonals aren't 5'

Hypersmurf said:


"I used to know a marvellous spell. Now how did it go again? Let's see, firebox... firebox..."

-Hyp.

"Lightning Jolt! Lightning Jolt! Lightning Jolt!" :p
 


Another vote for the 5-10-5 diagonal movement. Since the 5-foot step is allowed on the diagonal, the first move on the diagonal should be 5 ft.
 

caudor said:
The way I do it...

The first square is 10 feet, the next 5, the next 10 again, and so on.

In the end, it kinda works itself out.

Although, I wonder what the 'official' way is? Good question.

No "official" mention of it in the core books as far as I know. But it is in the FAQ, under "Goods and Services" of all places. That is also where the information on reach weapons is. It is 5-10-5-10.
 

Just thought I'd expand upon my earlier point regarding the 5-10-5 system as I don't think anyone has brought it up yet.

Its actually pretty accurate:

Comparison of Game Distance vs. "Real" Distance when traversing the diagonal.

GD RD
5 7.1
15 14.1
20 21.2
30 28.3
35 35.4
45 42.4
50 49.5
60 56.6

As you can see, it's accurate enough and it's easy to use.

Best Regards
Herremann the Wise
 

Re: Re: Re: Twirlip says...

Nifft said:


Hex maps make for unambiguous movement. Sure, you sometimes have to zig-zag. On the other hand, square maps give the same problem for no pay off. You're restricted to 90-degree turns, or you can allow 45-degree turns (with the issues discussed in this thread).

How do you handle 60-degree or 30-degree turns on a square map? :p

-- Nifft
On a square grid, you get a stepping effect, rather like the way lines are rendered on a computer screen. However, this is nowhere nearly as pronounced as the zig-zag produced by hex navigation. Hex nevigation also becomes a complete mess whenever you run into walls which intersect at right angles, a fairly common occurrence. It's hard to stay parallel to a wall when doing so involves travelling through half-hexes.
 

Simplicity said:
It's not that complicated and it prevents
unrealistic weirdness from occuring...



DM: You can't quite reach the orc with a charge.

So what you're saying is that orcs are realistic?:p

Seriously, I just treat movement in any direction as 5 feet. For fireballs, we just use a compass. If 51% of a square is effected, anything in that square is toasty. If it's less than 51%, then not. It works well enough for us.
 

Re: Re: Re: Re: Twirlip says...

Norfleet said:

On a square grid, you get a stepping effect, rather like the way lines are rendered on a computer screen. However, this is nowhere nearly as pronounced as the zig-zag produced by hex navigation. Hex nevigation also becomes a complete mess whenever you run into walls which intersect at right angles, a fairly common occurrence. It's hard to stay parallel to a wall when doing so involves travelling through half-hexes.

Eh, it's not so bad. Construction was hardly an exact science in the Middle Ages. :) Your dungeons are likely to have square-ish rooms, but there's no requirement to be exactly square -- and no requirement to have doors placed at five foot intervals, either!

-- Nifft, hardcore Hex fan
 

Polearm reach

As for reach weapons, my group allows attacking enemies 2 squares away, not only 10' since that makes the whole attack of opportunity thing more easy. Since monsters with reach may do the same its fair. Polearms where frequently longer than 10' anyway so it's okay with us.

~Marimmar
 

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