nem z
First Post
Lackhand said:I think ideal solution for everyone would have been to have orthogonal movement cost 2, diagonal movement cost 3, and for humans to have a speed of 12, not 6.
That's probably the best solution for a square grid, especially if terrain modifiers like slope or ice are priced as +X to the cost.
I still think I'm going to convert to hexes with facing and half-hex rules, though... or maybe go for the gusto with "any six mutually adjacent equilateral triangles = one hex".