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General Tabletop Discussion
*Pathfinder & Starfinder
battlemat: square grid vs. hex grid
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<blockquote data-quote="feydras" data-source="post: 1766730" data-attributes="member: 16038"><p>Our group has been using a hex map for a couple years now and we all love it. Movement isn't a problem at all, in fact it feels more natural than the grid movement with the funky diagonals. I like the way only 6 figures can surround one figure, it looks and feels more natural than those attackers squeezed in on the corners.</p><p></p><p>The only problem is you have to be a bit loose and very flexible indoors. If you are the kind of DM that puts in situational modifiers for being partially in the covered square of a fireball blast you would probably be happier sticking with the grid for inside which works much better for that.</p><p></p><p>Another thing to consider is how large and huge critters work. We decided large creatures take up three hexes instead of four. I don't remember exactly why we ruled this, but it seems to work better and looks more natural on the map. I think we originally did this because the hex map gave them too many threatened squares with four hexes, but i am not sure.</p><p></p><p>If you want something pseudo official on the subject WOTC's Unearthed Arcana has rules for using a hex map instead of a grid map complete with diagrams detailing everything from spell effects to creature sizes (they advocate using the three hex large creature as well). I highly recommend the book if you like to use house rules and tweaks, if not just scan it in your FLGS and you should get a good idea of how the hex map works from the pictures.</p><p></p><p>I don't ever recall any problem with a cone effect and a line effect is similarly pretty simple to resolve. Simpler than trying to do one off center on a grid map anyway.</p><p></p><p>Anyway, have fun. Our group loves the hex map and would never go back.</p><p></p><p>- Feydras</p></blockquote><p></p>
[QUOTE="feydras, post: 1766730, member: 16038"] Our group has been using a hex map for a couple years now and we all love it. Movement isn't a problem at all, in fact it feels more natural than the grid movement with the funky diagonals. I like the way only 6 figures can surround one figure, it looks and feels more natural than those attackers squeezed in on the corners. The only problem is you have to be a bit loose and very flexible indoors. If you are the kind of DM that puts in situational modifiers for being partially in the covered square of a fireball blast you would probably be happier sticking with the grid for inside which works much better for that. Another thing to consider is how large and huge critters work. We decided large creatures take up three hexes instead of four. I don't remember exactly why we ruled this, but it seems to work better and looks more natural on the map. I think we originally did this because the hex map gave them too many threatened squares with four hexes, but i am not sure. If you want something pseudo official on the subject WOTC's Unearthed Arcana has rules for using a hex map instead of a grid map complete with diagrams detailing everything from spell effects to creature sizes (they advocate using the three hex large creature as well). I highly recommend the book if you like to use house rules and tweaks, if not just scan it in your FLGS and you should get a good idea of how the hex map works from the pictures. I don't ever recall any problem with a cone effect and a line effect is similarly pretty simple to resolve. Simpler than trying to do one off center on a grid map anyway. Anyway, have fun. Our group loves the hex map and would never go back. - Feydras [/QUOTE]
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battlemat: square grid vs. hex grid
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