What geometry do you prefer?

What method of measurement do you prefer?

  • Square grid, diagonals count as one square.

    Votes: 66 18.7%
  • Square grid, diagonals are counted in a 1-2-1-2 (or similar) fashion.

    Votes: 137 38.8%
  • Square grid, diagonals count as two squares (effectively, no diagonal movement).

    Votes: 11 3.1%
  • Hex grid. No diagonals necessary.

    Votes: 76 21.5%
  • No grid; use string or ruler for measurement.

    Votes: 33 9.3%
  • No grid, no physical measurement. It's all mental.

    Votes: 30 8.5%

Since it seems like we've had a decent amount of discussion about it, and because I like polls, I am interested in finding out where ENWorld's members stand on the topic of gaming geometry.

Which of these methods do you prefer for dealing with measurements on a battle mat? Please consider measurement of spell effects, terrain, and arial movement as well as normal movement.
 
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This kind
800px-Sewing_tape_measure.jpg
 




I like it when my character can run in a spiral like that.

Since it is early in the thread: The way I see the new diagonal = 1 square thing is the concept of the range band from Traveller.

Since hits and misses, injury and death are all in the cloud of probability, I figure movement should be there too.
 




How do Hex-gridders deal with edges of the map? Most buildings have straight walls, which is why I use squares.

Has anyone really (fully) integrated the hex-grid into 3.5's combat system? How many house rules are necessary? Any trade-offs? They might be useful out in "natural" environments, thought I don't really see a strong need.
 

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