Do diagonal squares reset with each move action?


Rules Questions


Do diagonal squares reset with each move action?

A character has a speed of 20 ft and is going to move as far as possible by using 2 move actions in a diagonal direction. 2 move actions give this character a total movement of 40 ft per round (I know that the Run action would give more movement, but that is a full-round action, and 2 moves actions is an easier way to show this example).

If diagonal squares do NOT reset with each move action:
1st square = 5 ft
2nd square = 15 ft
3rd square = 20 ft
4th square = 30 ft
5th square = 35 ft
The next diagonal square would be 45 ft, which is more than the 40 ft that this character can move in a round, so this method allows the character to only move 5 diagonal squares in 1 round.

If diagonal squares DO reset with each move action:
1st square = 5 ft
2nd square = 15 ft
3rd square = 20 ft
*reset*
4th square = 5 ft
5th square = 15 ft
6th square = 20 ft
This method allows the character to move 6 diagonal squares in 1 round

Which method is correct?

Dark Archive

Interesting. If it were me, I would say the first method would be correct. That's how we've always done it anyway. The rules, so far as I know, don't directly address this though.

Paizo Employee Creative Director

I've always simply had the diagonals reset, because that's one less thing to track from round to round. In fact, I've actually never heard of anyone NOT using this system. I'm pretty sure that "resetting" is the intent of the rules in any event. Obviously, the GM gets to make the final call, but I'd STRONGLY recommend going with the reset since, again, it's easier. Tracking movement via a grid already abstracts movement enough that it's not like resetting sacrifices a noticeable amount of verisimilitude.

Dark Archive

James, I think maybe you misread this? I don't think he meant resetting from one round to the next, but resetting from one move action to another in a single round.


The whole 5, 10, 5, 10 progression for diagonal movement only matches 'actual' distance (incremental) up to about 50'. If you want to bust out Pythagoras' theorem for distances 50' and greater, only then would I worry about movement.

Otherwise, it's not like the character is resting between movements. I would rule it as one continuous movement.

[edit] movement ACTIONS, not movements.

...it just sounded too dirty :(

Sovereign Court

If you're moving in one continuous motions using a double move, then it's 1,2,1,2,1,2... ad infinitum until your speed runs out. It resets on your next turn. Resetting in between move actions is wonky, you wouldn't reset on a diagonal charge would you?

--New Kid on the Vrock


King of Vrock wrote:

If you're moving in one continuous motions using a double move, then it's 1,2,1,2,1,2... ad infinitum until your speed runs out. It resets on your next turn. Resetting in between move actions is wonky, you wouldn't reset on a diagonal charge would you?

--New Kid on the Vrock

+1 for the word wonky

Anyway, the 1,2,1,2,1,2 is what me and my group have always done, it's much more fluid.

On another note: hey pythagorus, I'm moving diagonally on the grid, at a rate of ascension of 1 square up for every 3 over. I have a 40 foot speed but I'm hasted. How many lateral squares away from where i started am I?

Paizo Employee Creative Director

Broven wrote:
James, I think maybe you misread this? I don't think he meant resetting from one round to the next, but resetting from one move action to another in a single round.

If you're making two move actions in a single round, it's illogical to reset. It's not like in-game a person with a speed of 40 feet stops after 40 feet and then starts again to go his second 40 feet in that round. Keeping track of where you were at is not an issue, since it's all happening in direct sequence here.


I'd also reset between turns, but not in a turn. That's the best balance between ease of uses and making sense.


Another way to think about it is this. A round is 6 seconds of time. So a speed of 20 means you can move 40 feet in 6 seconds.

As stated above
1st square = 5 ft
2nd square = 15 ft
3rd square = 20 ft
4th square = 30 ft
5th square = 35 ft

I hate to admit it, but this system does actually punish small creatures, and anyone who's speed is not divisible by 15. You'll always get screwed on that last 5 feet, unless your double move speed happens to be divisible by 15. In that case, your only less screwed.


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

Are there very many chances for a character to make two move actions? Isn't a double move a full-round action (singular) that allows you to move 2x your speed?

As it is, I doubt it would break the game either way you decide to play it. Or you can always do yourself a favor and switch to a hex based battle map. ;)

Sovereign Court

Elven_Blades wrote:
King of Vrock wrote:

If you're moving in one continuous motions using a double move, then it's 1,2,1,2,1,2... ad infinitum until your speed runs out. It resets on your next turn. Resetting in between move actions is wonky, you wouldn't reset on a diagonal charge would you?

--New Kid on the Vrock

+1 for the word wonky

Anyway, the 1,2,1,2,1,2 is what me and my group have always done, it's much more fluid.

On another note: hey pythagorus, I'm moving diagonally on the grid, at a rate of ascension of 1 square up for every 3 over. I have a 40 foot speed but I'm hasted. How many lateral squares away from where i started am I?

Hmm, (assuming diagonally on the x/y axis and ascending diagonally on the z axis) if you're flying from the ground it depends on if you go up on your 1st square or after the 3rd. I'm assuming double cost to go up (ascend) as well.

A (1st sq up): You'll end up 7 diagonal squares (50ft.) from your starting point and 4 squares (15ft.) up off the ground.

B (3rd sq up): You'll end up 7 diagonal squares out again (50ft.) however you'll have one more square of lateral movement left to move at the same altitude which will be only 3 squares (10ft.) off the ground.

--Vrocket Surgery


Elven_Blades wrote:

Another way to think about it is this. A round is 6 seconds of time. So a speed of 20 means you can move 40 feet in 6 seconds.

As stated above
1st square = 5 ft
2nd square = 15 ft
3rd square = 20 ft
4th square = 30 ft
5th square = 35 ft

I hate to admit it, but this system does actually punish small creatures, and anyone who's speed is not divisible by 15. You'll always get screwed on that last 5 feet, unless your double move speed happens to be divisible by 15. In that case, your only less screwed.

I noticed this last part as well. About creatures with a speed of 20 ft losing 5 ft with a diagonal double move.

What the Creative Director posted makes sense about a double move being one long, fluid movement. Although, I wonder if "slower" creatures getting screwed by this was an intentional part of their build? Or merely an oversight?


reefwood wrote:
What the Creative Director posted makes sense about a double move being one long, fluid movement. Although, I wonder if "slower" creatures getting screwed by this was an intentional part of their build? Or merely an oversight?

I'm sure that it's just an irrelevancy. It's a significant-digits rounding issue that doesn't ultimately matter. With things like the Fleet feat, boots of striding and springing, difficult terrain, movement up stairs and so on, there are plenty of things that can make a character lose fractions of a square in movement. It's just like weapon damage rounding down. Sorry. You didn't quite make 37 damage, you deal 36. Even if you target ends up at 0 hit points, where anything lower should render it unconscious.

It's simply that this movement measurement system works well enough that its imperfections don't ultimately matter.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I wouldn't have it reset however you can still move 1 square just not at an angle.

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