Hex or grid?

Kynn

Adventurer
I don't understand why you need hexes at all on large maps.

I remember the Al-Qadim maps from 2e; they had no hexes on the map, but had a clear overlay with hexes on it. That seemed reasonable.
 

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CleverNickName

Limit Break Dancing
I'm kind of hoping they get rid of grids altogether, along with the feats and abilities that depend on them. From what I've seen, they only slow the game down.
 




Lanefan

Victoria Rules
Grid for everything. Hexes are a bloody pain; a compass has 8 points but a hex only goes 6 ways.

Also, something we found out the hard way when our DM ran us through a hex-mapped dungeon recently (which we were also mapping on hex paper): if the players don't start their map on the same hex orientation as the DM's map the count goes out of whack. It's hard to explain, but it took us ages to figure out why the rooms on our carefully-drawn maps never quite lined up like the DM was telling us they should.

Pretty hard to have this problem with a grid. :)

Maps: all outdoors including cities free-form with a scale. Indoors, grid.

KarinsDad said:
All grids have issues. None of them allow for NNE travel for example.
Sure they do. For NNE go 1 square E for every 2 you go N.

[RANT]
Also, can we PLEASE switch to METRIC?!?!
[/rant]
I live in a supposedly-metric country.

I vote NO to metric in D&D.

Lan-"a metric compass would, of course, have 10 points; and good luck mapping that"-efan
 




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