Grid movement (page 192) is in effect. Each square is 5 feet.
quote:
Each square on the grid represents 5 feet. Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.
To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you're in. (The rule for diagonal movement sacrifices realism for the sake of smooth play.)
If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left lo pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of difficult terrain.
Diagonal movement can't cross the comer of a wall, large tree, or other terrain feature that fills its space.
To determine the range on a grid between two things-whether creatures or objects-start counting squares from a square adjacent to one of them and slop counting in the space of the other one. Count by the shortest route.
When you move, state all squares you move through. e.g.
C19-D18-E17-E16-E15-D14-C14
or use starting square, directions, ending square
C19-ne-ne-n-n-n-nw-w-C14
30 feet movement = 6 squares
25 feet movement = 5 squares
you cannot cut corners of a map feature that fills entire square.
A can't move to 1, but has to move through B first.
It takes 4 squares of movement to get from B to x.
This message was last edited by the GM at 16:10, Fri 25 Sept 2015.