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<blockquote data-quote="KarinsDad" data-source="post: 6345090" data-attributes="member: 2011"><p>In our run of the 5E Starter Set yesterday, we discovered a few minor issues with range, movement, and area effects of spells that I thought that hexes would resolve.</p><p></p><p>I told players to ignore our normal square grids of 4E and just place their PC where they wanted to when the PCs move. As a result of that, we had a few points in the game where is was a bit more difficult to determine if an NPC was in range of Burning Hands, or if a PC was adjacent to an NPC, etc.</p><p></p><p>My players and myself were just too familiar with having a miniature in a grid and the freeform of not doing so created a few question points that shouldn't have existed.</p><p></p><p>So, it occurred to me that hexes would solve that for my group. Historically, I've always preferred hex grids to square grids since they allowed players to move their PCs in a more "realistic distance" way. Instead of the 25 feet of the 4E diagonal grid (for a distance that should really be 35+ feet), it's closer to real world.</p><p></p><p>Either hex grids or square grids also allow my players to know exactly where the PCs and NPCs are with regard to the rules and there is no guess work. My players are not necessarily the most cautious of players and several times during the day, a player would knock several miniatures away from their locations and we then had to try to place them back. Grids make that a little easier and are more intuitive for my players. We struggled a little when not using them.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6345090, member: 2011"] In our run of the 5E Starter Set yesterday, we discovered a few minor issues with range, movement, and area effects of spells that I thought that hexes would resolve. I told players to ignore our normal square grids of 4E and just place their PC where they wanted to when the PCs move. As a result of that, we had a few points in the game where is was a bit more difficult to determine if an NPC was in range of Burning Hands, or if a PC was adjacent to an NPC, etc. My players and myself were just too familiar with having a miniature in a grid and the freeform of not doing so created a few question points that shouldn't have existed. So, it occurred to me that hexes would solve that for my group. Historically, I've always preferred hex grids to square grids since they allowed players to move their PCs in a more "realistic distance" way. Instead of the 25 feet of the 4E diagonal grid (for a distance that should really be 35+ feet), it's closer to real world. Either hex grids or square grids also allow my players to know exactly where the PCs and NPCs are with regard to the rules and there is no guess work. My players are not necessarily the most cautious of players and several times during the day, a player would knock several miniatures away from their locations and we then had to try to place them back. Grids make that a little easier and are more intuitive for my players. We struggled a little when not using them. [/QUOTE]
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