this post was submitted on 30 Nov 2023
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[–] DrWyrm@ttrpg.network 28 points 11 months ago (2 children)

You could always just use the rules for diagonals on page 252 of the DMG

[–] Tar_alcaran@sh.itjust.works 16 points 11 months ago (1 children)

And if this is a "circles are square" world (which makes life so much better), they're simply 30ft away.

[–] Cralder@feddit.nu 8 points 11 months ago (1 children)

And it also means that if they move another 10ft away from the cleric they will still be 30ft away...

[–] Tar_alcaran@sh.itjust.works 3 points 11 months ago

Correct. It does break down a bit when you're at the far corner of a cube, but honestly, it makes life much easier, since every square is just a square, no matter the direction.

[–] Archpawn@lemmy.world 5 points 11 months ago

Me at 15: I'm never going to need Chebyshev distance in real life.

Also, while they simplified distance, they made finding you're in range of Fireball much, much more complicated. You can't just use the Pythagorean theorem to find out if the center of your square is in range. You have to use trig integrals to calculate how much of your square is inside the circle, and if it's more than half.