Table of Diagonal Movement Rates?


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Delta said:
C'mon, give the guy something he can actually use:
c = sqrt(a^2 + b^2)

Which means that going one square in diagonal is √2, or about 1.414, rounded up to 1.5 in D&D which is why diagonal moves cost alternatively one or two squares of movement.
 

Gez said:
Which means that going one square in diagonal is √2, or about 1.414, rounded up to 1.5 in D&D which is why diagonal moves cost alternatively one or two squares of movement.

Yeah. I use this simplification as well, even in other games. Counting diagonals as 1, 2, 1, 2 is just much easier, and with little downside.
 

Gez said:
Which means that going one square in diagonal is ?2, or about 1.414, rounded up to 1.5 in D&D which is why diagonal moves cost alternatively one or two squares of movement.

The formula can be more useful in tracking ariel combat, when there are more directions to move and no squares to count (but D&D's poor support for 3-demensional combat is a whole 'nother topic.)
 

I can't count (no pun intended) the number of times we've used the Pythagorean Theorem in our games. Usually used when involving levitating/flying or enemies on higher ground to determine if they're in area of effects or within range of something.
 

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