These are the first things that pops into mind for me:

- Use grid rules and area templates from 3.5 - diagonals are 1.5 not 1
- For the most part rituals don't cost you resources

4e has a few ways to plink out rituals for free.

Otherwise, using Duplicate ritual, to make the possible non magical components, works.

Problem point is using this to make cheap magic items = golf bag of the gawds.

4e Grid is a simplification, and that's a good thing.

Even doing 1.5 math is hard (not for me but i'm special).

Counting to 5 this way,

*that* way, and egad ... the

**other** way too,

is much easier than: the square root of ( 50 * the square root of 5 ) ,

[EDIT] - holy snot I did the maths wrong ... square root of ~74 [/EDIT]

counted over similar space counted and measured cubes.

So what (?!) that in the "best" case scenario, the real range of the power is a little longer.

It evens the score against fliers.

3.xE has spells and bows with range over 20 ... oh wow yawn.