• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Okay, where do you stand on diagonal movement?

What is your preferred system for diagnonal movement?

  • 1-1-1-1 (as per D&D 4th Edition)

    Votes: 206 47.4%
  • 1-2-1-2 (as per D&D 3rd Edition)

    Votes: 122 28.0%
  • 2-2-2-2 (as per Star Wars Saga Edition)

    Votes: 9 2.1%
  • 1-2-2-2 (as suggested by some ENWorld posters)

    Votes: 9 2.1%
  • Bypass the whole issue by using a hex grid, or no grid at all

    Votes: 70 16.1%
  • Other (please specify below)

    Votes: 19 4.4%

  • Poll closed .

Storm-Bringer

First Post
catsclaw said:
That's not true at all. First, since everything follows the same movement conventions, you don't end up moving faster than anything else anyway.

But the real advantage is in speeding up the game. I know everyone posting on here is a freaky super-calculator who never loses count or backtracks movement, but speaking as someone who isn't (and who plays with a lot of people worse at it than he is) 1-1-1-1 diagonals have a big boost on gameplay.
Seriously, as in 'a noticeable decrease in handle time'?

Here, let me speed your game back up. Using the hand you normally move your mini with, move your mini. Say, two squares directly north. Now, you need to go around the Orc to get to the back lines, so you start moving diagonally to the northwest. First square is free, the next one will cost you two. Here's the sneaky part: with your off hand (the one not moving the mini)...

Stick your thumb out and increase your count by two.

Next diagonal, put your thumb back down and add one to your count. Lather, rinse, repeat.

So:

One, Two (two squares north)
Three (one square northwest)
Four, Five (thumb out, one more square northwest)
Six, Seven, Eight (three squares north)
Nine (thumb in, one square northeast)
Ten, Eleven (thumb out, one more square northeast)
Twelve (one square north)
Movement over.

If you really, really want to keep track over the course of several rounds, drop a chit in front of you to remind you which diagonal you were on at the end of the previous round.

Virtually no calculus or other higher math involved. You just have to keep track of your thumb.
 

log in or register to remove this ad


Voidrunner's Codex

Remove ads

Top