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Re: Diagonal movement in HeroQuest (and other games)

Posted by Billiam Babble on Aug 12, 2011; 8:23pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Diagonal-movement-in-HeroQuest-and-other-games-tp6629531p6681656.html

I must say that I'm particularly enjoying all of these b/w graphics you guys are mocking up.  Diagonals with walls are a devil to cut and paste with.

This certainly beats some of my own solutions where triangle squares are filled with impassable rubble (WoC DnD plans are also guilty of this).

I'm going to get a bit abstract here (and off the point), thinking in general terms for RPGs ...

It's a curious problem. In my head I think of corridors that are one square wide (on the diagonal of the square) as really 1 and a half squares across (not exactly, but hey).  

(EDIT: I think I'm echoing Nuadha here  ?)

In meta-game terms one square is a suitable fighting space for one character to fight from.  Two characters in the same party fighting side by side on two triangular half squares may have to be limited or penalised in their actions because they are squeezed against each other in a 1 1/2 squares space.  Does that make sense?  Both warriors will have 25% less space each to fight in (wall-to-wall).

A small movement/action penalty is a great idea (it's a sort of one-and-a-half step - a long stride).  A psuedo game-world explanation could be that basic weapon training drills with striking and blocking taught in a traditional way which means that everyone with martial skills only move at right angles with a wide stance. Only the foolhardy risk a diagonal step! :D  Naturally nimble elves and halflings are immune to the restrictions.

Of course the other solution is to use the angled "knee-joint" links ... but lets face it, the diagonal corridors here work with existing grids, battlemats and graph paper.

(Apologies for obvious repetitions)