Sorry but shite banter waits for no facts <| sep |> VARIANT PLAYING ON A GRIDIf you play out a combat using a square grid and miniatures or other tokens , follow these rules . Squares . Each square on the grid represents 5 feet . Speed . 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 . If you use a grid often , consider writing your speed in squares on your character sheet . Entering a Square . 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 . The Dungeon Master ' s Guide provides guidance on using a more realistic approach . If a square costs extra movement , as a square of difficult terrain does , you must have enough movement left to pay for entering it . For example , you must have at least 2 squares of movement left to enter a square of difficult terrain . Corners . Diagonal movement can ' t cross the corner of a wall , large tree , or other terrain feature that fills its space . Ranges . To determine the range on a grid between two thingswhether creatures or objectsstart counting squares from a square adjacent to one of them and stop counting in the space of the other one . Count by the shortest route . You also round down , so 35 7 squares , 72 3 . 5 rounded down is 3 squares of movement .