Secret Lesson 17
Playing on a Grid: Miniatures, Tokens, Squares, Distances, and Positioning
Up to now, we have described movement and exploration mainly in terms of:
-
feet
-
distances
-
relative positions
-
descriptions from the Game Master
But many groups prefer to represent the adventuring environment physically.
They might use:
A SQUARE GRID
together with:
MINIATURES
or:
TOKENS
The grid provides a visual representation of:
-
where creatures are
-
how far they can move
-
how far apart things are
-
which spaces are difficult to cross
-
where walls and terrain block movement
The SRD provides a small set of specific rules for playing this way.
YOU DON'T HAVE TO USE A GRID
The SRD introduces these rules conditionally:
IF YOU PLAY USING A SQUARE GRID AND MINIATURES OR OTHER TOKENS
then use the grid rules.
This means the game can also be played without a physical grid.
A group might instead describe positions verbally.
But when a square grid is used, everyone follows the same spatial measurements.
WHAT DO MINIATURES AND TOKENS REPRESENT?
A miniature or token normally represents a creature's position in the game world.
For example:
-
your hero miniature represents your character
-
another token might represent an ally
-
monster miniatures represent enemies
-
objects and terrain can also be represented on the map
The important point is that the grid converts imagined distances into clearly measurable spaces.
EACH SQUARE REPRESENTS 5 FEET
The fundamental grid rule is:
1 SQUARE = 5 FEET
This is the conversion used throughout grid-based play.
SIMPLE DISTANCE CONVERSION
1 square
5 feet
2 squares
10 feet
3 squares
15 feet
4 squares
20 feet
5 squares
25 feet
6 squares
30 feet
And so on.
SPEED ON A GRID
Instead of moving your miniature foot by foot, you move:
SQUARE BY SQUARE
Your Speed is converted into 5-foot segments.
The formula is:
SPEED ÷ 5 = NUMBER OF SQUARES
EXAMPLE — SPEED 30 FEET
Character Speed:
30 feet
Calculation:
30 ÷ 5 = 6
Therefore:
SPEED 30 FEET = 6 SQUARES
The SRD gives this exact conversion as its example.
MORE SPEED EXAMPLES
| Speed | Squares |
|---|---|
| 20 feet | 4 squares |
| 25 feet | 5 squares |
| 30 feet | 6 squares |
| 35 feet | 7 squares |
| 40 feet | 8 squares |
| 50 feet | 10 squares |
| 60 feet | 12 squares |
The principle is always:
DIVIDE SPEED BY 5
RECORDING SPEED IN SQUARES
The SRD suggests that if your group frequently uses a grid, you may want to record your Speed in squares on your character sheet.
For example:
Speed: 30 ft. / 6 squares
That can make movement faster to resolve during play.
ENTERING A SQUARE
To enter another square:
YOU MUST HAVE ENOUGH MOVEMENT REMAINING TO PAY FOR IT
You cannot begin entering a square if you lack enough movement to cover its movement cost.
NORMAL SQUARE
Entering an adjacent, unoccupied square normally costs:
1 SQUARE OF MOVEMENT
Since one square represents 5 feet:
NORMAL COST = 5 FEET
ORTHOGONAL MOVEMENT
You may enter a square directly:
-
north
-
south
-
east
-
west
relative to your current square.
That is often called orthogonal movement.
It costs:
1 SQUARE
for a normal unoccupied adjacent space.
DIAGONAL MOVEMENT
You may also enter an adjacent square:
DIAGONALLY
The SRD treats an adjacent diagonal square as costing:
1 SQUARE OF MOVEMENT
just like an orthogonally adjacent square.
IMPORTANT: DIAGONALS DON'T COST EXTRA UNDER THESE GRID RULES
Suppose your miniature moves:
one square diagonally.
That movement costs:
5 FEET
not:
7.5 feet
and not:
10 feet.
For the SRD's square-grid rules:
ADJACENT ORTHOGONAL OR DIAGONAL SQUARE = 1 SQUARE
provided no other terrain rule changes the cost.
EXAMPLE — DIAGONAL MOVEMENT
Your Speed is:
30 feet = 6 squares
You move diagonally six times through normal terrain.
Each square costs:
1 square
So you can move:
6 DIAGONAL SQUARES
using your full Speed.
DIFFICULT TERRAIN ON THE GRID
You already know that Difficult Terrain makes movement more expensive.
On a square grid:
ENTERING A DIFFICULT TERRAIN SQUARE COSTS 2 SQUARES OF MOVEMENT
That corresponds to:
10 FEET OF MOVEMENT
to enter one 5-foot Difficult Terrain square.
EXAMPLE — DIFFICULT TERRAIN
Speed:
30 feet
Grid Speed:
6 squares
You enter one square of Difficult Terrain.
Cost:
2 SQUARES
You now have:
4 SQUARES OF MOVEMENT REMAINING
MULTIPLE DIFFICULT TERRAIN SQUARES
Suppose all six physical squares ahead of you are Difficult Terrain.
Each costs:
2 squares of movement
With a movement allowance of:
6 squares
you can enter only:
3 DIFFICULT TERRAIN SQUARES
because:
3 × 2 = 6
SOME SQUARES CAN COST EVEN MORE
The SRD notes that other effects can increase a square's movement cost beyond the normal Difficult Terrain cost.
So:
Normal square
Usually:
1 square
Difficult Terrain
Usually:
2 squares
Special effect
Possibly:
even more
Always check the specific rule.
YOU MUST BE ABLE TO PAY THE FULL COST
Suppose you have:
1 SQUARE OF MOVEMENT LEFT
The next square is Difficult Terrain.
Cost:
2 SQUARES
You cannot enter it with only one square of movement remaining.
You need enough movement available to pay the full cost.
CORNERS
Diagonal movement has one important restriction.
You cannot move diagonally across the corner of:
-
a wall
-
a large tree
-
another terrain feature that fills its space
WHY CORNERS MATTER
Imagine four squares arranged like this:
A | WALL
WALL | B
Your character is in A.
Square B is diagonally adjacent.
But the two corners between them are occupied by terrain that blocks the diagonal path.
You cannot simply move diagonally through the corner.
YOU CANNOT CUT THROUGH SOLID TERRAIN
The grid does not allow your miniature to squeeze through the mathematical corner of a wall merely because the destination square touches your current square diagonally.
The physical terrain still matters.
EXAMPLE — WALL CORNER
You are standing beside the corner of a stone building.
The square on the opposite diagonal is technically adjacent on the grid.
But the building's wall fills the corner between you and that square.
You cannot move diagonally through the wall.
You must move:
AROUND THE CORNER
RANGE ON A GRID
The grid is also used to determine:
RANGE
between:
-
creatures
-
objects
-
other relevant locations
The SRD gives a specific counting method.
HOW TO COUNT RANGE
To determine the range between two things:
STEP 1
Start counting from a square:
ADJACENT TO THE FIRST THING
STEP 2
Continue through squares along the:
SHORTEST ROUTE
STEP 3
Stop counting:
IN THE SPACE OF THE SECOND THING
SIMPLE RANGE EXAMPLE
Your character occupies one square.
An enemy is three squares away according to the shortest grid route.
Each square represents:
5 feet
Therefore:
3 SQUARES = 15 FEET
RANGE USES THE SHORTEST ROUTE
Suppose multiple possible paths connect your square to the enemy.
You do not deliberately count a longer route.
The SRD says:
COUNT BY THE SHORTEST ROUTE
DIAGONALS AND RANGE
Because diagonal adjacency counts as one square in these rules, diagonal spacing can also be counted using the grid's shortest route.
For example, a target one diagonal square away is:
1 SQUARE = 5 FEET AWAY
under these grid rules.
EXAMPLE — SPELL RANGE
Suppose a spell has:
Range 30 feet
On the grid:
30 ÷ 5 = 6 squares
A target whose shortest grid distance is:
6 squares
is within range.
A target whose shortest grid distance is:
7 squares
is beyond that 30-foot range.
EXAMPLE — WEAPON RANGE
Suppose a ranged weapon has a relevant distance of:
60 feet
Convert it:
60 ÷ 5 = 12 squares
The grid makes it easy to determine whether the target is within that distance.
The detailed weapon-range rules come later in the Combat section.
POSITIONING MATTERS
Once creatures are represented on a grid, their exact positions become mechanically important.
A creature's position can determine:
-
how far it can move
-
which targets are within range
-
whether Difficult Terrain lies between locations
-
whether a wall blocks movement
-
which creatures are near each other
Later combat rules will add concepts such as:
-
creature spaces
-
reach
-
cover
-
Opportunity Attacks
-
movement around other creatures
-
melee positioning
But the foundation is the grid system you have learned here.
POSITIONING BEFORE COMBAT
Remember the marching-order rules from Lesson 16.
When combat begins, the GM establishes everyone's positions based on:
-
the adventurers' marching order
-
their stated positions in the area
-
the locations of enemies
A grid can make this transition especially clear.
EXAMPLE
The party has been exploring a corridor.
Their marching order is:
Fighter
Rogue
Wizard
Cleric
Suddenly, enemies attack from the front.
If a grid is being used, the GM can place the characters according to that established order.
The exploration decision now directly affects combat positioning.
MOVEMENT AND POSITION ARE SEPARATE FROM YOUR ACTION
The grid represents movement, but movement is not automatically your action.
When combat begins, the SRD states that on your turn you can:
MOVE UP TO YOUR SPEED
and:
TAKE ONE ACTION
You decide which comes first.
The detailed combat movement rules begin in later lessons.
EXAMPLE — MOVE THEN ACT
Speed:
30 feet = 6 squares
You move:
4 squares
Then use:
ATTACK ACTION
You still have:
2 squares of movement
available if the later movement rules allow you to continue.
BREAKING UP MOVEMENT
The broader movement rules allow you to split movement around Actions, Bonus Actions, or Reactions taken on the same turn.
For example, a creature with 30-foot Speed could:
move 10 feet
take an action
then:
move 20 feet
On a grid, this becomes:
move 2 squares
take an action
move 4 more squares
A SIMPLE GRID EXAMPLE
Your hero has:
SPEED 30 FEET
Therefore:
6 SQUARES
The map ahead contains:
-
2 normal squares
-
1 Difficult Terrain square
-
more normal ground
Movement:
First normal square
Cost:
1
Remaining:
5
Second normal square
Cost:
1
Remaining:
4
Difficult Terrain square
Cost:
2
Remaining:
2
You may now move through:
2 MORE NORMAL SQUARES
before exhausting your Speed.
FULL GRID EXAMPLE
Suppose your character begins six squares from a door.
The path includes:
-
three normal squares
-
one Difficult Terrain square
-
two more normal squares
Movement cost:
Normal:
3
Difficult:
2
Normal:
2
Total:
7 SQUARES OF MOVEMENT
But your Speed is only:
6 SQUARES
Therefore:
you cannot reach the final destination using only your normal movement that turn.
You need another source of movement, such as the Dash action, or you stop before reaching it.
DASH ON A GRID
You already learned that Dash gives extra movement equal to your Speed after modifiers.
If your Speed is:
30 feet
you normally have:
6 squares
Dash gives another:
6 squares
Total possible movement:
12 SQUARES
through normal terrain.
The grid changes the presentation, not the underlying rule.
DIFFICULT TERRAIN WITH DASH
Suppose:
Speed 30 feet
Dash gives a total movement allowance of:
60 feet = 12 squares
If every square is Difficult Terrain and each costs 2:
you can move:
6 PHYSICAL SQUARES
because:
6 × 2 = 12 movement units
GRID VS. GAME WORLD
It is important to remember:
THE GRID REPRESENTS THE GAME WORLD
The characters do not know that they are standing on squares.
The squares are a tool for the players to measure:
-
distance
-
movement
-
position
The fictional world remains continuous.
The grid simply makes spatial rules easy to apply.
MINIATURES AND TOKENS ARE POSITION MARKERS
A miniature does not change the character's statistics.
A token does not make a monster mechanically different.
They provide a visual way to track where creatures are.
You can therefore use:
-
detailed miniatures
-
simple tokens
-
coins
-
markers
-
other suitable representations
The SRD refers broadly to:
MINIATURES OR OTHER TOKENS
PRACTICAL GRID CHECKLIST
Whenever you use a square battle map, remember:
1. ONE SQUARE
5 FEET
2. CONVERT SPEED
SPEED ÷ 5 = SQUARES
3. NORMAL ADJACENT SQUARE
COST 1 SQUARE
whether orthogonal or diagonal.
4. DIFFICULT TERRAIN
COST 2 SQUARES
unless another rule says otherwise.
5. CHECK CORNERS
You cannot diagonally cross the corner of terrain that fills its space.
6. RANGE
Count squares along:
THE SHORTEST ROUTE
7. TRACK REMAINING MOVEMENT
Deduct the cost of each square you enter.
COMMON BEGINNER MISTAKES
MISTAKE 1 — TREATING ONE SQUARE AS 1 FOOT
One square represents:
5 FEET
MISTAKE 2 — MOVING 30 SQUARES WITH SPEED 30
Speed 30 feet means:
6 SQUARES
not 30 squares.
MISTAKE 3 — AUTOMATICALLY MAKING DIAGONAL MOVEMENT COST MORE
Under these SRD square-grid rules, entering an adjacent square costs one square whether it is orthogonally or diagonally adjacent, unless another effect changes the cost.
MISTAKE 4 — IGNORING DIFFICULT TERRAIN
A Difficult Terrain square costs:
2 SQUARES OF MOVEMENT
MISTAKE 5 — ENTERING A SQUARE WITHOUT ENOUGH MOVEMENT
You must have enough movement remaining to pay the entire cost of entering it.
MISTAKE 6 — CUTTING THROUGH WALL CORNERS
Diagonal movement cannot cross the corner of a wall or another terrain feature that fills its space.
MISTAKE 7 — MEASURING RANGE BY A LONGER ROUTE
Use:
THE SHORTEST ROUTE
between the two things.
MISTAKE 8 — THINKING USING A GRID IS REQUIRED
The SRD's grid rules apply when the group chooses to use a square grid with miniatures or tokens.
LESSON 17 — KEY TAKEAWAYS
A SQUARE GRID CAN REPRESENT POSITION AND DISTANCE
Miniatures or other tokens show where creatures are.
ONE SQUARE EQUALS
5 FEET
CONVERT SPEED INTO SQUARES
SPEED ÷ 5
Example:
30 feet = 6 squares
NORMAL ADJACENT MOVEMENT
Entering a normal unoccupied adjacent square costs:
1 SQUARE OF MOVEMENT
This includes:
-
orthogonal adjacency
-
diagonal adjacency
DIFFICULT TERRAIN
Costs:
2 SQUARES OF MOVEMENT
to enter.
YOU MUST HAVE ENOUGH MOVEMENT
You cannot enter a square unless you can pay its full movement cost.
CORNERS BLOCK SOME DIAGONAL MOVEMENT
You cannot diagonally pass through the corner of a wall, large tree, or another terrain feature filling its space.
RANGE
Count squares from adjacent to one thing to the other thing's space using:
THE SHORTEST ROUTE
GAME FUNDAMENTALS COMPLETE
With Lesson 17, you have completed the first major section of the course:
GAME FUNDAMENTALS
You now understand the foundation required to begin learning combat in detail.
NEXT LESSON
LESSON 18 — STARTING COMBAT: ENCOUNTERS, ROUNDS, TURNS, AND INITIATIVE
The next lesson begins the dedicated:
COMBAT SECTION
We will learn:
-
how combat begins
-
how the GM establishes starting positions
-
how rounds work
-
how long a round represents in the game world
-
what a turn is
-
how Initiative is rolled
-
why Initiative is a Dexterity check
-
how monsters roll Initiative
-
how groups of identical monsters can share a roll
-
how Surprise affects Initiative
-
Initiative order
-
resolving Initiative ties
-
what you can do on your turn
-
communication during combat
-
how combat ends
From Lesson 18 onward, the individual rules you have learned begin working together as a complete battle system.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.