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##Make the circular movement 'square'

Make the circular movement 'square'

Treat the movement as diagonal.

In the DMG there is an optional diagonal rule that treats diagonal directions as horizontal for quick calculations that wont detract from the game.

"Measuring range on a grid: count every square as 5 feet, even if you’re moving diagonally. Though this is fast in play, it breaks the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat."

 

"When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement. For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet."

Using this you could circle around something by multiplying the one of the outer diagonals sides (a quarter circle in reqular geometry) by four see how in taxicab geometry spheres become squares.

##Make the circular movement 'square'

Treat the movement as diagonal.

In the DMG there is an optional diagonal rule that treats diagonal directions as horizontal for quick calculations that wont detract from the game.

"Measuring range on a grid: count every square as 5 feet, even if you’re moving diagonally. Though this is fast in play, it breaks the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat."

 

"When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement. For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet."

Using this you could circle around something by multiplying the one of the outer diagonals sides (a quarter circle in reqular geometry) by four see how in taxicab geometry spheres become squares.

Make the circular movement 'square'

Treat the movement as diagonal.

In the DMG there is an optional diagonal rule that treats diagonal directions as horizontal for quick calculations that wont detract from the game.

"Measuring range on a grid: count every square as 5 feet, even if you’re moving diagonally. Though this is fast in play, it breaks the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat."

"When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement. For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet."

Using this you could circle around something by multiplying the one of the outer diagonals sides (a quarter circle in reqular geometry) by four see how in taxicab geometry spheres become squares.

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##Make the circular movement 'square'

Treat the movement as diagonal.

In the DMG there is an optional diagonal rule that treats diagonal directions as horizontal for quick calculations that wont detract from the game.

"Measuring range on a grid: count every square as 5 feet, even if you’re moving diagonally. Though this is fast in play, it breaks the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat."

"When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement. For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet."

Using this you could circle around something by multiplying the one of the outer diagonals sides (a quarter circle in reqular geometry) by four see how in taxicab geometry spheres become squares.