In the interest of avoiding Bishop Combat, I have switched my 4E game over to a hex map.
So far it's working out pretty alright. I use the DMG's random dungeon generator and sometimes have to add an extra step to figure out whether the left turn is a deep left or a shallow left, but when it comes to rooms I just convert octagons to hexagons and squares/rectangles to parallelograms/rhombuses, slanted left or right depending on whether the roll is even or odd.
Bursts and walls seem to work out just fine stepped out in hexes, and blasts are a little different - basically take a blast-sized chevron, nestle it so your character's right behind the point, and move it the way the arrow points blast-size times. Here are the arcs for a blast 3, for example:
I have yet to see how well it will work in the long term, but for the short term it seems pretty alright.
So far it's working out pretty alright. I use the DMG's random dungeon generator and sometimes have to add an extra step to figure out whether the left turn is a deep left or a shallow left, but when it comes to rooms I just convert octagons to hexagons and squares/rectangles to parallelograms/rhombuses, slanted left or right depending on whether the roll is even or odd.
Bursts and walls seem to work out just fine stepped out in hexes, and blasts are a little different - basically take a blast-sized chevron, nestle it so your character's right behind the point, and move it the way the arrow points blast-size times. Here are the arcs for a blast 3, for example:
I have yet to see how well it will work in the long term, but for the short term it seems pretty alright.