This makes for more tactical combat as obstacles, allies, & enemies can strategically block movement making positioning matter much more.
Zone of Control
SSanityWithInEvans stream about diagonals got me thinking about tactical movement (https://www.youtube.com/watch?v=7fDhkuhDCeE).
Only allowing movement in the 4 cardinal directions (diagonals NOT adjacent) is one easy way to achieve this.
Zone of Control is an optional rule one can use to achieve the same tactical effect in games using hexes or adjacent diagonals.
How does it work?
Every creature has a Zone of Control equal to Reach 1. Movement while in a hostile creatures Zone of Control costs 1 additional space of movement.
Or to put it more simply: Moving while adjacent to an enemy costs 1 extra space.
This opens the space for features that increase your Zone of Control (for tanks), or features that let you ignore Zone of Control (for mobile skirmishers)