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Diagonal Measuring

Mark CMG

Creative Mountain Games
In games that use a square grid for minis, is it really all that important to distinguish diagonal distances as costing more for movement and for range, and as longer for the purposes of templates for area effects that aren't square or round?
 

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For me yeah, for a lot of others obviously not. 4e miniature movement always feels like cheating to me without nodding the head and tipping the hat to Pythagoras as my mini goes past.
In terms of play, it makes little difference with minimal impact. However, in terms of feel, it is kind of important. Do I want the "game" I play to be paying attention to such details (for me more a yes than no) or am I happy to leave such elements to "just" being a game with the detailed stuff focused elsewhere?

Best Regards
Herremann the Wise
 

I'll echo that sentiment.

I'd be happiest if 4Ed (or any game) measured movement, areas, ranges and reach in inches (or cm) and we just used rulers or tape measurers. Its not that difficult, and they aren't exactly rare or expensive. You could use whatever grid system you liked for purposes of determining things like how many creatures were within a certain area; flanking and so forth.
 

In games that use a square grid for minis, is it really all that important to distinguish diagonal distances as costing more for movement and for range, and as longer for the purposes of templates for area effects that aren't square or round?

Not in the slightest. The second you use a square grid, you have to be able to accept some level of square wierdness. Saying that circles are squares gets you a lot of ease of play for only a very minor amount of wierdness comparatively.
 

I'll echo that sentiment.

I'd be happiest if 4Ed (or any game) measured movement, areas, ranges and reach in inches (or cm) and we just used rulers or tape measurers. Its not that difficult, and they aren't exactly rare or expensive. You could use whatever grid system you liked for purposes of determining things like how many creatures were within a certain area; flanking and so forth.

This is the method I prefer as well.
 


... and I'd hate it. For me that's one of the major deterrents from table top 'war games'.

I don't mind using hex-grids, though. Imho, they're better suited for tactical combat than squares.

Different people enjoy different things.

Personally, I prefer to not be required to build everything in my world in the shape of cubes and squares. While I do also enjoy using hexes, they can be potentially wonky when used inside buildings and dungeons. With being able to measure in any direction, I avoid the problems of both squares and hexes; meanwhile one inch is still one inch, so the scale stays exactly the same. I don't feel it takes any longer to move or measure out inches than it does to count squares or hexes.

This also has the added fringe benefit of being cheaper. You need a few cheap rulers which can be bought for probably a dollar or less as opposed to tiles, mats, and various other things. Personally, I wanted something I could still use my wet erase markers on for mapping, so I bought a big dry erase board (which was cheaper than some tile sets,) framed it with a little wood, and made it into a table.
 


I really don't want to rehash this argument again, so I'll just state my position and leave it at that:

I absolutely detest the 1-1-1-1 diagonals used in 4e. For me they are the single worst element of that game.

So, in answer to the OP's question: yes.
 

Personally, I prefer to do the quick and dirty maths: the diagonal of a square is approximately half as long again as the sides. (Yes, I know this is not entirely accurate, but come on, we're playing a game here, not designing the ISS.)

This gives enough realism not to upset anybody without slowing down combat.
 

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