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 .
Dragonklaw82 said:
1-2-1-2-1 makes more sense.

1-1-1-1-1 sounds like more fun.

I half agree...

1-2-1-2 makes more sense.

I don't think 1-1-1-1 is "more fun". I just think people like it because you aren't penalized. Penalized isn't the right word. Basically, people like it because you get more movement out of it than 1-2-1-2 and more movement = a good thing. I suspect if it was 0.5-1-0.5-1 people would like that even more. And there is even fractions involved in that (oh no, I have to think...)
 

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Well. It's only an hour in and it's totally unscientific anyway, but even so, wow. I expected a plurality for 1-1-1-1, but not a majority, nor for it to clobber 1-2-1-2 quite this badly. I also figured on a fair amount of support for hex grid/no grid, but again, seriously underestimated just how much.

EDIT: BTW, is there any way to fix the spelling error in the poll question?

LATE, LATE EDIT: This was out of date within hours. See post 101 for a more accurate summary. The short version is that 1-2-1-2 surged at the expense of the other two options named here, though it still wound up well behind 1-1-1-1.
 
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Charlie said:
Totally true - we've edited the filter so that it won't happen again. If I were blaming him, he'd be gone for a few days. As it is, we're chalking it up to expecting the filter to edit it out. We're all cool. Still, best not to curse in the first place.
I understand. It does seem to be the hazard of using a crutch like filters though.

RigaMortus2 said:
I don't think 1-1-1-1 is "more fun". I just think people like it because you aren't penalized. Penalized isn't the right word. Basically, people like it because you get more movement out of it than 1-2-1-2 and more movement = a good thing.
I've found that it helps with planning action 'off turn'. With everyone talking around the table, I find it easier to count by ones and thus I'm better prepared to act when it comes back to my turn. Of course, others might have an easier time blocking out the distractions.
 

My playgroup has spent an awful lot of time and money building scenery; we just default to a tape measure to determine distances. For that reason it is really irrelevant for me whether WotC's recommended diagonal is 1-1-1-1 or 1-2-1-2.
 
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I would probably hate .5-1-.5-1, just so we're clear :)

Though amusingly it's the same as 1-2-1-2 since everyone's movement would be adjusted, just with sillier math and situations.

Does remind me of a thought I had once to use extra gridded squares (ie, each normal 1" square is 4 .5 inch squares, going deeper one level) with small creatures only getting .5 square reach instead of 1, and people being able to move half squares as needed, etc.
 

Unfortunately, after actually playing 4e, I switched from 1-2-1-2 to 1-1-1-1. I also don't mind square fireballs anymore, and indeed prefer square fireballs. Both of these things I thought I would dislike in theory, but in play, I couldn't care less.
 

As someone who is planning on using minis and a grid for the first time ever (only because it seems like the game is going to flat-out demand it), I'm definitely in the 1-1-1 camp. Give me simplicity.

I'm pumped for this edition.
 

I voted 1-1-1-1 because games other than 3E/v3.5 use that convention, and it is my preference. As a player, I'll use whatever approach the DM wants to do, though, so long as the game is good. :)

With Regards,
Flynn
 

We're going to use an advanced technological system called a "whiteboard on the wall." The DM draws the room and little marks for the characters and monsters. When somebody moves, they're erased and put in their new location.

For distance and movement rates, we're using the "just eyeball it," "eh, close enough" and "if it lets something cool happen, they can get there" systems.
 

Not broken, not fixing it...1-2-1-2 for my table.

That said, I would love to see some write-ups for the flanking rules, movement rules, and such, on a hex grid. Does anyone have any, for 3rd Edition and higher?
 

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