PhilLaco said: ... For a number of reasons my table just counts grid squares versus actual measurements. What happens is they are measuring out say 30 feet, it has them across a couple grid squares, and then because we use the grid it snaps them into another square giving them a few feet of extra movement. Over a few rounds, it adds up. That's because measuring with grid square isn't a "true" measurement, since any non-orthographic movement involves approximation (moving one square on a diagonal is treated the as same moving one square horizontally or vertically (or 1.5 squares on some systems). Hex grids reduce the distortion by expanding the "true" movement options from 4 to 6 directions, but it's still distorts movement in any other direction. If you want the players to use the actual measurement vs. grid square measurement but still have a grid for reference, you can disable the grid on the page and use maps with a printed grid or use a transparent grid overlay. Edit: Measuring using a square grid causes other weirdness and inconsistencies as well: circular AOE's are technically square and conical ones are odd, blocky areas that change shape depending on the angle. I tried using those in my game but no one liked it; we all just choose to ignore the inconsistency. Also, if you tried to strictly adhere to a square grid's diagonal measurement rules, all of our maps would be wildly distorted. Plus, the map area visible by a token with vision or a light source should also be squares but VTT's always use a true circular radius.