Hypersmurf said:
"I used to know a marvellous spell. Now how did it go again? Let's see, firebox... firebox..."
-Hyp.
The benefit of a hex map is that they can more accurately represent facing...
caudor said:The way I do it...
The first square is 10 feet, the next 5, the next 10 again, and so on.
In the end, it kinda works itself out.
Although, I wonder what the 'official' way is? Good question.
On a square grid, you get a stepping effect, rather like the way lines are rendered on a computer screen. However, this is nowhere nearly as pronounced as the zig-zag produced by hex navigation. Hex nevigation also becomes a complete mess whenever you run into walls which intersect at right angles, a fairly common occurrence. It's hard to stay parallel to a wall when doing so involves travelling through half-hexes.Nifft said:
Hex maps make for unambiguous movement. Sure, you sometimes have to zig-zag. On the other hand, square maps give the same problem for no pay off. You're restricted to 90-degree turns, or you can allow 45-degree turns (with the issues discussed in this thread).
How do you handle 60-degree or 30-degree turns on a square map?
-- Nifft
Simplicity said:It's not that complicated and it prevents
unrealistic weirdness from occuring...
DM: You can't quite reach the orc with a charge.
Norfleet said:
On a square grid, you get a stepping effect, rather like the way lines are rendered on a computer screen. However, this is nowhere nearly as pronounced as the zig-zag produced by hex navigation. Hex nevigation also becomes a complete mess whenever you run into walls which intersect at right angles, a fairly common occurrence. It's hard to stay parallel to a wall when doing so involves travelling through half-hexes.