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Sebastian wrote:Okay, now that you say that, I do remember it with Civ I and (possibly) II. III and IV do not use diagonal movement.Yes they do.
Both Civ III and IV use a square grid, with movement allowed in all directions.
The grid is aligned as a diamond, so it may not seem to be a square grid, but those are definitely squares, and diagonal movement is definitely allowed.
There is no penalty for diagonal movement. There is a possible failure to enter a square if you do not have enough movement points to enter it, but there is no additional cost for moving diagonally along the grid.
Sheesh, this Civ tangent...
Yes, you can move diagonally in Civ - my comment was intended to capture the concept of the diagonal move penalty, not the ability to move diagonally itself.
Civ I and II use the mechanic Rambling Scribe described where you can fail to move diagonally if you have insufficient movement.
Civ III and IV do not charge extra for such diagonal movement and do not use that mechanic. You do not fail to move into a square because you have insufficient movement.
None of this is relevant to the topic at hand.

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Samuel Weiss wrote:Sebastian wrote:Okay, now that you say that, I do remember it with Civ I and (possibly) II. III and IV do not use diagonal movement.Yes they do.
Both Civ III and IV use a square grid, with movement allowed in all directions.
The grid is aligned as a diamond, so it may not seem to be a square grid, but those are definitely squares, and diagonal movement is definitely allowed.
There is no penalty for diagonal movement. There is a possible failure to enter a square if you do not have enough movement points to enter it, but there is no additional cost for moving diagonally along the grid.Sheesh, this Civ tangent...
Yes, you can move diagonally in Civ - my comment was intended to capture the concept of the diagonal move penalty, not the ability to move diagonally itself.
Civ I and II use the mechanic Rambling Scribe described where you can fail to move diagonally if you have insufficient movement.
Civ III and IV do not charge extra for such diagonal movement and do not use that mechanic. You do not fail to move into a square because you have insufficient movement.
None of this is relevant to the topic at hand.
Nice (unintentional) thread jack, Sebastian! It amazes me what people focus on in some of these posts.
*chuckles to self*

CEBrown |
Rambling Scribe wrote:I distinctly remember Civilization using 1.5xmove cost diagonals. If you had only half a move left and tried to enter a square, you had a 50% chance of succeeding. There were other effects that affected this, such as terrain. It's been a while, and maybe I was hallucinating, but Civilization sticks in my mind as the first place I saw diagonal movement with 1.5xmove cost.Okay, now that you say that, I do remember it with Civ I and (possibly) II. III and IV do not use diagonal movement.
Edit: And, now that I think more about it, a better analogy than Civ would probably be FF Tactics, D&D Tactics, or any other tactics type game, which do use significantly more complex measures to determine movement and range. So, screw my Civilization point, it's not particularly relevant.
Movement points are interesting, but they also suggest action points to me. These are common systems in video games, and I must admit that I'm surprised they don't come up more in rpgs. Maybe they're not very intuitive or friendly at the table. Is there an rpg out there that employs action points/movement points? How does that play?
Yes, there are some - heck, the "Die Pool" mechanic in some games (I want to say Burning Wheel but I haven't touched that game in three years; the D6 games also, kind of) is, essentially, an "action point" system with dice representing the points.
The only games I've seen that used a "true" Action Point system, though, were either VERY small-scale (i.e. only available at regional cons, and then only for 1-3 years at most) or "playtest" games that never actually saw release.
Thraxus |

Snorter wrote:Yes. Very handy if you were a missle boat (like the Archer I favored at the time).Lilith wrote:Then sit in a pond to vent your heat sinks...Bah, back to hexes, and each turn of your facing costs one movement point!
Or something. :P
I prefered the crusader and the grasshopper, but then I always tended to use speed and unusual tactics (like replacing the LRM system of a cyclops with an arrow IV). Ahh...good times.

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hmarcbower wrote:Mommy, make the bad man stop!It could be worse... they could simply have said that all things in the world may only move orthogonally along the straight lines of squares and may not travel on the diagonal. ;)
How do you fathom Octagons ? MAWAHAHAHAHHA.
Nothing personal : I just multiclassed into cleric of Tharizdun.

Burrito Al Pastor |

Actually, a thought; we know that diagonal movement is equal to orthagonal movement, but that may not actually mean that diagonal distances are equal to orthogonal distances. Perhaps distances work the same way it always did, and diagonal movement and range is simply handwaved? Maybe characters just move a tiny bit faster when they're moving diagonally, now.
If that's the case, than this is a dramatic improvement. The way creatures interact with the world would be improved, but the actual geometry would be just as messily realistic as ever, so a circle would still be a circle.

Ross Byers RPG Superstar 2008 Top 32 |

Actually, a thought; we know that diagonal movement is equal to orthagonal movement, but that may not actually mean that diagonal distances are equal to orthogonal distances. Perhaps distances work the same way it always did, and diagonal movement and range is simply handwaved? Maybe characters just move a tiny bit faster when they're moving diagonally, now.
And how, exactly, does that make any sense? Moving like a bishop shouldn't make me any faster than moving like a rook. If diagonal movement costs the same as Orthagonal movement, a square room drawn on the battlemat is really a circle: If I were to stand in the center, no matter what direction I run, I reach the wall at the same time. Either geometry is bent in a hugely non-intuitive (and not entirely consistent) way, or I for some reason just run faster when I want to go North West instead of north.
If that's the case, than this is a dramatic improvement. The way creatures interact with the world would be improved, but the actual geometry would be just as messily realistic as ever, so a circle would still be a circle.
How is a bizarre discrepancy in movements rates an 'improvement' in interacting with the world?

Ross Byers RPG Superstar 2008 Top 32 |

The problem is that they equate to the same thing. Let's say I'm trying to flee a Delayed Blast Fireball. I don't know about you, but it seems silly to me that running on a diagonal is the faster way to escape.
Or, a few examples. Lets say a monster is standing in my way. But he's due east of me. It's absurd that I can just go NE and then SE to go around him, and have used the same amount of movement as if I'd gone in a straight line and he wasn't there. Especially when you consider that the same trick doesn't work if he's NE of me instead of east.