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General Tabletop Discussion
*Dungeons & Dragons
Moving diagonally between enemies on a grid
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<blockquote data-quote="KarinsDad" data-source="post: 7106613" data-attributes="member: 2011"><p>Yes, you use two half squares. At any point in time, a player (or the DM) could use two half squares to move in any direction as if it were an actual square (unless a PC or foe is already taking up one of the half squares for a full square). This same thing can be done with hexes, but it is more intuitively obvious with squares.</p><p></p><p>So if a player wants his PC to move 90 degrees, he just moves from his original square to two half squares to another square to two half squares, etc. Half squares are sometimes also important for edges of a rectangular shaped room. But when it comes to 90 degrees in hexes or offset squares, one doesn't even need to use half-squares (or half-hexes). That serpentine 60 degrees to the right, 60 degrees to the left still gets a miniature to the same destination square/hex with the same amount of movement as 90 degree move. It just might provoke in some cases, hence, the use of half-squares and rules for those (like when do they provoke if the PC is not in a full square).</p><p></p><p></p><p>But if one thinks about it, it is just standard operating procedure in D&D to often have rectangular rooms whose dimensions are divisible by 5 feet, or corridors that go NS or EW instead of some weird diagonal. This is why other "share grid" type of rules are desirable (like combining two half hexes or two half squares, or how much of a hex/square must be viewable in order for it to be a full square instead of a squeezed square, etc.). The DM can draw any shape, any size that he wants and the wonky edges are controlled by other rules.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 7106613, member: 2011"] Yes, you use two half squares. At any point in time, a player (or the DM) could use two half squares to move in any direction as if it were an actual square (unless a PC or foe is already taking up one of the half squares for a full square). This same thing can be done with hexes, but it is more intuitively obvious with squares. So if a player wants his PC to move 90 degrees, he just moves from his original square to two half squares to another square to two half squares, etc. Half squares are sometimes also important for edges of a rectangular shaped room. But when it comes to 90 degrees in hexes or offset squares, one doesn't even need to use half-squares (or half-hexes). That serpentine 60 degrees to the right, 60 degrees to the left still gets a miniature to the same destination square/hex with the same amount of movement as 90 degree move. It just might provoke in some cases, hence, the use of half-squares and rules for those (like when do they provoke if the PC is not in a full square). But if one thinks about it, it is just standard operating procedure in D&D to often have rectangular rooms whose dimensions are divisible by 5 feet, or corridors that go NS or EW instead of some weird diagonal. This is why other "share grid" type of rules are desirable (like combining two half hexes or two half squares, or how much of a hex/square must be viewable in order for it to be a full square instead of a squeezed square, etc.). The DM can draw any shape, any size that he wants and the wonky edges are controlled by other rules. [/QUOTE]
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