Kobu
First Post
Here are a few more scenarios where 1-1-1 movement wonkiness would come into play (crossposted from a Wizard's thread).
1) Two characters are avoiding a group of wandering monsters coming up behind them by rushing south to north across a 20 square by 20 square room. One goes straight from the south center entrance to the central door on the north wall. The other takes a detour all the way to the east wall and grabs a painting off the wall, then heads to the same door. They would both reach the north door at exactly the same time despite the second character moving 40% more distance. Why not bounce from wall to wall to loot since it takes no more time to do so?
2) In a large field, a prisoner is about to executed by a band of brigands. The party can rush straight to the group but they need to go through an area of poisonous plants. Or instead they can take the safer path, but that will delay them reaching the brigands--or will it? The party wisely chooses to zig completely around the hazardous area because it takes absolutely no more time.
3) The BBGE's minions have been defeated and he is trying to escape by running to his teleportation chamber 500 feet away. Two paths lead there--a mostly straight path with one jaunt the goes off to the side for 20 feet and comes back comprised of four 90 degree turns, and a path made up of diagonals that zigs and zags back and forth all the way there. The shortest path is the straightest line between two points, right? Not in this case, Bucko.
4) The characters are in a roughly cube shaped building in the SE corner. The objective is to get to a fourth level map room in the NW corner and steal a map before the owner arrives, and he is only seconds away! Fortunately, one of the characters has a dimension door type power that will let him teleport up to 12 squares. Under normal geometry, he could chose to go 60' up onto the fourth floor, to the NE or SW corner, or up to the second or third floor and bit closer to the goal. With 1-1-1, he pops straight into the map room. Whew, I was worried for a moment that someone might actually need to make a bluff check or something!
As a player, there is no reason in the game to not take advantage of diagonals at every opportunity. A DM can get around of some of these by thinking about how players might use diagonals to great effect, but frankly I would rather not have to consider that for every map I write up.
1) Two characters are avoiding a group of wandering monsters coming up behind them by rushing south to north across a 20 square by 20 square room. One goes straight from the south center entrance to the central door on the north wall. The other takes a detour all the way to the east wall and grabs a painting off the wall, then heads to the same door. They would both reach the north door at exactly the same time despite the second character moving 40% more distance. Why not bounce from wall to wall to loot since it takes no more time to do so?
2) In a large field, a prisoner is about to executed by a band of brigands. The party can rush straight to the group but they need to go through an area of poisonous plants. Or instead they can take the safer path, but that will delay them reaching the brigands--or will it? The party wisely chooses to zig completely around the hazardous area because it takes absolutely no more time.
3) The BBGE's minions have been defeated and he is trying to escape by running to his teleportation chamber 500 feet away. Two paths lead there--a mostly straight path with one jaunt the goes off to the side for 20 feet and comes back comprised of four 90 degree turns, and a path made up of diagonals that zigs and zags back and forth all the way there. The shortest path is the straightest line between two points, right? Not in this case, Bucko.
4) The characters are in a roughly cube shaped building in the SE corner. The objective is to get to a fourth level map room in the NW corner and steal a map before the owner arrives, and he is only seconds away! Fortunately, one of the characters has a dimension door type power that will let him teleport up to 12 squares. Under normal geometry, he could chose to go 60' up onto the fourth floor, to the NE or SW corner, or up to the second or third floor and bit closer to the goal. With 1-1-1, he pops straight into the map room. Whew, I was worried for a moment that someone might actually need to make a bluff check or something!
As a player, there is no reason in the game to not take advantage of diagonals at every opportunity. A DM can get around of some of these by thinking about how players might use diagonals to great effect, but frankly I would rather not have to consider that for every map I write up.