
HammerJack |
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Exactly the same kind of counting you do with horizontal distance.
If a creature is some distance north and some distance east of you, you count out the distance while counting every second diagonal as two squares, as for movement. You do the same thing if the creature is north and up, instead of north and east.
(If it's a long distance and you don't want to count squares, you can obviously just use the Pythagoras Theorem, instead, because the diagonal counting rules are an approximation of that same math, but it isn't the game rules, just a practical alternative.)

Claxon |

I mean, it's no so simple. You can't, or least most people can't, do square roots in their head.
If your 3 squares away, and they're 5 squares up you have to do 3^2 = 9 + 5^2 = 25. 25 + 9 = 34. That's not quite 6 (6^2=36), but would probably be counted as 6 if you were to count the theoretical cubes similar to how you would for 2D (X, Y) distance.
Of course it does get you close if you know your multiplication tables.

Styrofoam |
Exactly the same kind of counting you do with horizontal distance.
If a creature is some distance north and some distance east of you, you count out the distance while counting every second diagonal as two squares, as for movement. You do the same thing if the creature is north and up, instead of north and east.
(If it's a long distance and you don't want to count squares, you can obviously just use the Pythagoras Theorem, instead, because the diagonal counting rules are an approximation of that same math, but it isn't the game rules, just a practical alternative.)
1 square equivalent for every full 10 foot of height. This is equal to the every-other diagonal movement rule. Dont overthink it, lol.

Garretmander |

I think Garretmander's issue is no one should need to use trig to play this game. Even if almost everyone does have devices they carry around with them all the time capable of doing the calculations for them through various means.
Exactly. I actually enjoy math.
However, I don't only play with people who do. A couple of my players would run screaming from the table if I suggested they get a calculator out to figure out something like this.
The old every other diagonal rule is a much more palatable rules answer to those players. Hammerjack is correct in that it gets you close enough for play, so why bother digging out a calculator and square roots?

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I was serious. I do it when it seems necessary. To each their own though. This is a game with numbers that requires addition, subtraction, multiplication, and division. Pythagorean's Theorem doesn't seem to be that much of a stretch to me. But then again, that's me. Honestly though, all it takes is for at least 1 of the people at the table to be cool with doing it.

Garretmander |

I was serious. I do it when it seems necessary. To each their own though. This is a game with numbers that requires addition, subtraction, multiplication, and division. Pythagorean's Theorem doesn't seem to be that much of a stretch to me. But then again, that's me. Honestly though, all it takes is for at least 1 of the people at the table to be cool with doing it.
I mean... I can probably do all the necessary roots and such in my head (or at least close enough), but this is supposed to be a pen and paper tabletop, not an abacus and calculator tabletop. Even if the calculator was part of the rules, I'd probably still recommend not using it just to save time. In the really odd long range situations where you can't easily apply the 'every other diagonal is two rule', a GM gut check should still be good enough.

BigNorseWolf |

I mean... I can probably do all the necessary roots and such in my head (or at least close enough), but this is supposed to be a pen and paper tabletop, not an abacus and calculator tabletop. Even if the calculator was part of the rules, I'd probably still recommend not using it just to save time. In the really odd long range situations where you can't easily apply the 'every other diagonal is two rule', a GM gut check should still be good enough.
Just eyeball it.
A 45 degree angle= 1.4 times the long side.
a 35 degree angle= 1.2 times the long side
A 25 degree angle= 1.1 times the long side
Anything smaller is just a little bit more than the long side.
Repeat the magic chant "close enough for state work. Close enough for state work..."

Matt Goodall Contributor, RPG Superstar 2010 |
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Here's a simple way to do it:
Calculate horizonal distance, calculate vertical distance.
Halve the smaller of these two numbers and add it to the larger number. Done.
So for the 15' horizonal and 15' vertical, the answer is 20 feet.
15/2 = 7.5 (round down to get 5), then 5 + 15 = 20
No calculator needed.

Garretmander |
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Repeat the magic chant "close enough for state work. Close enough for state work..."
'Close enough for gubberment work'. My default is Length + Height - Some number, and just roll a dice we'll see if it's in that narrow band of where the number matters instead of being way under or way over.
Here's a simple way to do it:
Pretty simple, but for the vast majority of situations, the every other diagonal is two is still going to be simpler.

Matt Goodall Contributor, RPG Superstar 2010 |

The way I mentioned above gives exactly the same results as "every other diagonal is two". It's actually pretty similar to Styrofoam's "+1 square equivalent for every full 10 foot of height".
I personally find it easier than trying to visualize and count 3D squares/cubes when I'm in the middle of GMing a large battle at the end of a long session.

Loreguard |

Another option calculate the horizontal distance like you normally would. (presumably the alternating diagonals)
Next use one of two systems, depending on environment conditions and/or preference.
Projectile type weapons in gravity: If target is below the shooter use the greater of the horizontal or vertical distance. (free downward movement until it exceeds your horizontal movement) Otherwise, simply add the upward vertical movement (none of it gets counted as free as it is all fighting gravity)
Ray energy weapons, or any attack in zero-G environments. Take the higher of the two distances, and halve it, subtract it from the smaller (minimum of 0) and then add any remaining back to the larger. This approximates the every other diagonal free method, expanding it into the third dimension.