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 .
The hex problem is that when you draw a 20x20 room, you get partial hexes. And then the ancient question of how many angels can fit on a partial hex arises.
 

log in or register to remove this ad


cr0m said:
The hex problem is that when you draw a 20x20 room, you get partial hexes. And then the ancient question of how many angels can fit on a partial hex arises.

Somebody posted something a while back about how to deal with this. Basically, the rule is that a wall-line should never go through two directly opposite sides of a hex. All walls should be drawn along the midline between two adjacent rows of hexes; or along the center-line of a "zig-zag column" of hexes. When you do it that way, it's obvious which hexes can be occupied and which can't.

After you practice for a bit, you get the hang of it. It's not really that hard. It would be tricky if you were transcribing the map out of a pre-gen adventure with a square-based layout; if you're just sketching out your own, though, and not sweating the question of whether your room is exactly 20 by 20, it's simple.

Hexes, baby!
 
Last edited:

I couldn't care less. We'll use a sketched out map on a piece of grid paper as always, since 1E, and measure distances in feet and inches as we would in the real world. The day that the newest edition of D&D requires the use of miniatures is the day that I no stop playing the newest edition of D&D.



Honestly, the hubbub about this issue is really funny, and quite pathetic as something to get worked up about.
 

While 1-1-1-1 is delightfully easy to use, 1-2-1-2 isn't that much harder, really.

Also 1-1-1-1 brings some odd things along.. All spell effects are suddenly square as a spell's area is basically how far a spell could move if its radius was its movement speed.

Say hello to Fireblock, Flaming Cube, and Magic Square Against Evil.

No, I'd rather keep Fireball, Flaming Sphere and Magic Circle Against Evil with 1-2-1-2.
 


I voted for 1-1-1-1.

I also like the idea of 1-2-2-2 because its so straightforward and a good alternative to 1-2-1-2. Problem with that is that it makes diagonal movement pitiful. A creature that can move 6 squares forwards can only move 3 squares diagonally.
 

Lurker37 said:
Who uses grids and minis?

Certainly no-one I've ever played with - even at cons.

It's a weird cultural thing. Some groups take it for granted that you use a battlemat for every combat. Some groups think it's utterly bizarre that anyone would bother. I've played in both. My current group leans heavily toward battlemats for 3E, but we often don't bother in games where combat is less rigidly structured.
 


I would love to see hex grids in day-to-day gaming... although, I think that 1-2-1-2-1-2 isn't all that hard to get my mind around.
 

Remove ads

Top