Tun Kai Poh
Hero
Staggered squares - aren't those functionally the same as hexes?There are issues that can come up with both hexes and squares; sometimes I wish staggered squares had caught on more than they did.
Staggered squares - aren't those functionally the same as hexes?There are issues that can come up with both hexes and squares; sometimes I wish staggered squares had caught on more than they did.
Staggered squares - aren't those functionally the same as hexes?
Despite the aforementioned problems with interiors, it does seem that hexes have a fair number of interesting perks to them, especially involving diagonal movement. Have people come up with work around solutions for indoor hexes?
I prefer hexes, but games I play in seem to always be stuck on squares.
The idea that squares are better for buildings really only works if you're willing to suspend disbelief and think that right angles are some sort of naturally occurring phenomenon. If real simulation is the goal, you should have to regularly rotate the squares to account for angular shifts. And if you're going to be rotating the base grid, you can do so just as easily with hexes.
looks at a Google Image SearchThey avoid most of the issues with right angles discussed above; they cut through the middle of half the squares, but since the transitions are still along the flats, you don't get the artifacts, and the diagonal issues that can come up with squares are, effectively, nonstarters.
They don't eliminate every possible issue with either, but they do seriously reduce them. Unfortunately, they never caught on.
looks at a Google Image Search
So they are the same as hexes.
After playing GURPS for a while, I came to prefer hexes, even for buildings and dungeons. But I also prefer creating my maps without a grid and applying a grid later—the layouts feel more natural. In the past four years of playing DFRPG, we haven't encountered any serious complications, whether using a hex battlemat or a VTT. A nice thing on a VTT is that you can rotate and adjust the grid layer for different areas of a dungeon level if you want a particular orientation. Normally we treat partial hexes as full hexes (unless it's just a sliver).
As I said, its an artifact of the fact that if you have corridors, some of them will be going down the flat and some down the sides; if you're actually counting the movement lines in the latter they take longer even though the distance is avowedly the same.