Draco and my side trek on hexes and squares in the other thread ended up with an undiscussed issue that I wanted to comment on.
http://www.enworld.org/forum/5244585-post150.html
Draco is correct in his assessment. One either cannot flank directly along the drawn wall on left hand side of a hex map oriented as per the picture, or one has to add rules to allow it.
Either way, it's not that big of a deal. I prefer adding a simple rule. Another DM might not.
In the image provided, A is a squeeze location. That is less than 50% of a hex, so a PC can only go into that location and squeeze doing so. But if he decides to do so, A can flank C with F.
If one adds a half hex rule that any half hex along a surface can be considered a full hex, and then one adds a half hex wall rule that any half hex along the edge of the wall is flanked by any full hex along the wall, than C and G flank E.
E does not flank G with I, it already has a flanking hex: J.
Bottom line: There are no half or larger squares along the left wall, except A in the corner, that cannot be flanked. Not obviously intuitive, but then again, not that hard of a concept.
Nor does E have to flank G with I. Just because that would happen in a square grid system does not mean that it must happen in a hex system or the hex system is awful. As a similar physics adjustment with regard to squares in 4E, diagonal flanks are inferior to non-diagonal flanks in a square grid. There is no perfection.
The main reason to use hexes is due to a more realistic distance system. Moving from any point A to any point B is a lot more similar length-wise to real world physics, something most everyone understands.
A secondary reason to use hexes is to more easily allow for a lot of strange shapes. Hexes are similar to circles, hence, they fill areas like curved halls fairly well.
The DM just needs partial hex rules in some cases. For example, between the two curved walls on the right, N takes up the majority of a hex, so no partial hex rule need in that case. Ditto for O. L, on the other hand, is in a gray area of two smaller partial hexes. So, the DM just rules that a PC can share those two partial hexes. He then eyeball rules that L flanks O with P and not N with M since a significant portion of L is the hex that flanks O with P.
Is it perfect? Nope. Is it useable? Yup.
Such a set of rules allow for people to play outside the box of "5x5 squares and no partials" that 4E mostly assumes.
http://www.enworld.org/forum/5244585-post150.html
Draco is correct in his assessment. One either cannot flank directly along the drawn wall on left hand side of a hex map oriented as per the picture, or one has to add rules to allow it.
Either way, it's not that big of a deal. I prefer adding a simple rule. Another DM might not.
In the image provided, A is a squeeze location. That is less than 50% of a hex, so a PC can only go into that location and squeeze doing so. But if he decides to do so, A can flank C with F.
If one adds a half hex rule that any half hex along a surface can be considered a full hex, and then one adds a half hex wall rule that any half hex along the edge of the wall is flanked by any full hex along the wall, than C and G flank E.
E does not flank G with I, it already has a flanking hex: J.
Bottom line: There are no half or larger squares along the left wall, except A in the corner, that cannot be flanked. Not obviously intuitive, but then again, not that hard of a concept.
Nor does E have to flank G with I. Just because that would happen in a square grid system does not mean that it must happen in a hex system or the hex system is awful. As a similar physics adjustment with regard to squares in 4E, diagonal flanks are inferior to non-diagonal flanks in a square grid. There is no perfection.
The main reason to use hexes is due to a more realistic distance system. Moving from any point A to any point B is a lot more similar length-wise to real world physics, something most everyone understands.
A secondary reason to use hexes is to more easily allow for a lot of strange shapes. Hexes are similar to circles, hence, they fill areas like curved halls fairly well.
The DM just needs partial hex rules in some cases. For example, between the two curved walls on the right, N takes up the majority of a hex, so no partial hex rule need in that case. Ditto for O. L, on the other hand, is in a gray area of two smaller partial hexes. So, the DM just rules that a PC can share those two partial hexes. He then eyeball rules that L flanks O with P and not N with M since a significant portion of L is the hex that flanks O with P.
Is it perfect? Nope. Is it useable? Yup.
Such a set of rules allow for people to play outside the box of "5x5 squares and no partials" that 4E mostly assumes.