Ignoring diagonal movement cost?

Simple: A 30 foot move straight is 6 squares. Same for one lane change.

2 lane changes is a 5 square move, as is 3.

4 lane changes in the same direction is a straight 45 degree move, and covers 4 squares. (4 lane changes in any direction loses 2 off of 6, for a 4 square move, for that matter).

Now, why use the rule? I can answer that in two words: Fire Cube!

That's what Fireball turns into if you count diagonals 1 for 1. (Hey, don't knock it, it's good enough for 4th Edition...]

If it's too much work to keep track of, or if people keep forgetting, use a hex map.

If you really want to stay with squares and keep life simple, issue pieces of string 6 inches long (or however far the player's PC can move). Stretch it to where they want to move to, and they have to stop when they reach the end of their rope.
 

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When I first tried 4e, this was a rule I was a bit concerned about. Wouldn't the game seem very strange when diagonals were the same length of normal sides? Wouldn't it cause game breaking moments were distance didn't seem correct?

All my fears were naught. We tried it and never went back. I don't think you lose much at all by ignoring the rule.
 

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