nightwind1
Explorer
Are you playing Strip D & D?I use grids less and less and tend to throw down gridless terrain mats, tiles, and clothes.
Are you playing Strip D & D?I use grids less and less and tend to throw down gridless terrain mats, tiles, and clothes.
Hex grids just look so hideous if you are in a square room. all those 1/2 hex just magically unusable.
Are you playing Strip D & D?
I don't see how this would solve the problem with lateral movement. It'll still be offset. I haven't actually used offset squares, but it seems like they might actually bring more of the cons for each option than the pros. You don't even get the 2/3:1/3 hex option for square lines, so you must use half spaces.
Correct, it's the center of a side. Otherwise it would come out of the corner anyway.I assume you mean draw from the center of one edge of the square, not the center of the square, itself, leaving 3/4 and 1/4 squares.
Yea, I learned old school. The "grid" was the map the DM drew and described to the players, who hoped they drew it correctly. Diagonals back then were much more common, since dungeons needed tricks to throw off the mapmaking player (one-way doors, teleportation gates, gentle slopes that would move you between levels unless you had a dwarf that could notice them, etc.). If minis were used, which was seldom in my circles, you used a ruler for movement. The notion of using preset grids didn't appear until later, since D&D was still rooted in its wargaming past.If so, I really like your idea and can't believe I've never run across it before. Probably the only concern with it is that most maps are mostly square to the world, with an occasional diagonal and the shift occurs at an even square interval. That's easy enough to adjust, it just takes some thought.
Wouldn't it be easier to use half sized squares (1 square = 1/2")? That way the minis would fit over four squares (for a medium creature) and they could adjust by 2.5' any time they needed?Yes, you use two half squares. At any point in time, a player (or the DM) could use two half squares to move in any direction as if it were an actual square (unless a PC or foe is already taking up one of the half squares for a full square). This same thing can be done with hexes, but it is more intuitively obvious with squares.
So if a player wants his PC to move 90 degrees, he just moves from his original square to two half squares to another square to two half squares, etc. Half squares are sometimes also important for edges of a rectangular shaped room. But when it comes to 90 degrees in hexes or offset squares, one doesn't even need to use half-squares (or half-hexes). That serpentine 60 degrees to the right, 60 degrees to the left still gets a miniature to the same destination square/hex with the same amount of movement as 90 degree move. It just might provoke in some cases, hence, the use of half-squares and rules for those (like when do they provoke if the PC is not in a full square).
But if one thinks about it, it is just standard operating procedure in D&D to often have rectangular rooms whose dimensions are divisible by 5 feet, or corridors that go NS or EW instead of some weird diagonal. This is why other "share grid" type of rules are desirable (like combining two half hexes or two half squares, or how much of a hex/square must be viewable in order for it to be a full square instead of a squeezed square, etc.). The DM can draw any shape, any size that he wants and the wonky edges are controlled by other rules.
Wouldn't it be easier to use half sized squares (1 square = 1/2")? That way the minis would fit over four squares (for a medium creature) and they could adjust by 2.5' any time they needed?