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General Tabletop Discussion
*Pathfinder & Starfinder
Diagonal Movement - Better or Worse?
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<blockquote data-quote="KarinsDad" data-source="post: 4483636" data-attributes="member: 2011"><p>When I go back to DMing, I will be using hexes. The reason is that I can basically ignore room edges completely. I'll just draw the room. If it is oval, it's oval. Diagonal to another room, diagonal. Square, square. Irregular, irregular.</p><p></p><p>Hexes have several advantages here over squares (although you can do the same irregular drawing with squares):</p><p></p><p>1) Obstacles are obstacles once again. It takes more movement to move around a one hex (or larger sized) obstacle than it does if the obstacle did not exist.</p><p></p><p>2) I use a 1/3rd hex rule. If it is 1/3rd or less, it's unusable. If it's 2/3rds or less, it's a squeeze. If it's more than 2/3rds, it's usable normally. I find that it is easier to visualize whether a hex is in one of these 3 states than a square, basically because a hex is closer to a circle than a square. And if a room edge is drawn near the edge of a hex or through the middle, it's crystal clear.</p><p></p><p>3) A PC that is flanked diagonally with squares can shift one square and be 10 feet away from both opponents. This does not happen with a PC flanked orthogonally with squares or a PC flanked in a hex system. I don't prefer the same action having different results based on grid orientation.</p><p></p><p></p><p>As a DM, I also don't like the concept of being forced to create dungeons that are all 90 degrees and all with room and corridor dimensions with exact multiples of 5 feet. I like irregular shaped and sized caves and corridors. Hexes allows me to do that easier than squares (IMO, YMMV).</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4483636, member: 2011"] When I go back to DMing, I will be using hexes. The reason is that I can basically ignore room edges completely. I'll just draw the room. If it is oval, it's oval. Diagonal to another room, diagonal. Square, square. Irregular, irregular. Hexes have several advantages here over squares (although you can do the same irregular drawing with squares): 1) Obstacles are obstacles once again. It takes more movement to move around a one hex (or larger sized) obstacle than it does if the obstacle did not exist. 2) I use a 1/3rd hex rule. If it is 1/3rd or less, it's unusable. If it's 2/3rds or less, it's a squeeze. If it's more than 2/3rds, it's usable normally. I find that it is easier to visualize whether a hex is in one of these 3 states than a square, basically because a hex is closer to a circle than a square. And if a room edge is drawn near the edge of a hex or through the middle, it's crystal clear. 3) A PC that is flanked diagonally with squares can shift one square and be 10 feet away from both opponents. This does not happen with a PC flanked orthogonally with squares or a PC flanked in a hex system. I don't prefer the same action having different results based on grid orientation. As a DM, I also don't like the concept of being forced to create dungeons that are all 90 degrees and all with room and corridor dimensions with exact multiples of 5 feet. I like irregular shaped and sized caves and corridors. Hexes allows me to do that easier than squares (IMO, YMMV). [/QUOTE]
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