Table of Diagonal Movement Rates?

ThirdWizard said:
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.

Been there, done that equation.
 

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We usually lay a ruler on the table. Just mark the distance the pc can move on the ruler and put the ruler on the table.

Works fine.

Thanks,
Rich
 

We use the 1, 2, 1, 2 rule, which works well.

One of my players has also cut and labeled a set of balsa wood dowels. The dowel is placed at the edge of the square the player is currently in and he moves to the other end of the dowel, into whatever square is there. (i.e. a 40-foot dowel takes up the 35-feet of space between the character's square and the destination square)

We've also used the Pythagorean Theorem, 1- and 2-d kinematic equations, and probably other things that most players would cringe at.
 


Jeez, guys, he asked for a table!

Code:
Speed | Vertical displacement (a)  | Horizontal displacement (b)
---------------------------------------------------------------
   c  |     sqrt(c^2 - b^2)        |     sqrt(c^2 - a^2)
 
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