Re: Diagonal movement in HeroQuest (and other games)
Posted by Nuadha on Jul 30, 2011; 5:13am
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Diagonal-movement-in-HeroQuest-and-other-games-tp6629531p6635614.html
I used to play Chainmail d20 all the time and never really found the evens-counts-as-2 system to be hard or complicated and it seemed the most fair. The 1.5 system also works pretty well. Diagonals counting the same (as it does now in D&D 4e) seems to allow movement to be far too quick on diagonals and diagonals not being allowed seems to make the movement diagonally be far too slow. That's my opinion at least.
For Heroquest, I would say that both diagonal squares being blocked prevents movement (as in Mortis's pic), and I would personally use the 1.5 system. It is the easiest and basically works out to every other one counting as two but it is the odd ones counting as 2.
What I wonder about with the corridors is how heroes can fight in the corridor if noone can end up in the half-squares. Unless you have a staff or longsword, you can't attack diagonally.