D&D 4E hex rules for 4E?

mattdm

First Post
I was a little surprised not to find an existing thread for this, but maybe I missed it. Has anyone done some rules for using hex grids in 4E?

It immediately comes to mind that bursts get scaled down
slightly (well, a lot, but in a way that scales with the number of enemies that can be there anyway).

And blasts, well — making it radius or edge gets big fast, and making it diameter gets complicated with even numbers. Is there an elegant solution I'm missing? I like the appeal of making fireballs into balls again. :)
 
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After being able to read the 4e rules more indepth I too am really curious about using a hex map for d&d. While I dont have an answer right now I will be looking into what would need to be converted, and seeing what I can come up with.
 


I haven't closely examined the blast effects to the point of counting how many squares are affected, but my take on converting those to a hex grid was to make them what they should have been in the first place – cones.

Cones work great on a hex grid. They are horrible on a square grid. So in 4E with it's bias towards all things square (it's hip to be square!), they have made spheres and cones into cubes with the awesome power of their non-Euclidian Mathmagicians. Even the *bushes* on the battle grids for KotS are kind of squared off. Perhaps the gnomes are sneaking around clipping the hedges throughout the woodlands into nice even squares, which would explain why you find them in gardens all the time pretending to be statuary.

In any case, I will count out the number of squares affected by various blast radii, and come up with some cone templates of about the right size. Perhaps for some attack types such as lightning the blast should be a line effect. That should be fairly easy to adjudicate if you decide to go that route. Don't restrict yourself to cubes!

I know that the number of hexes affected by a burst 1 radius is smaller than the number of squares would be, but as you already pointed out, the number of people who can surround you is also less on a hex grid than a square one. I think the trade off is even there. Furthermore, I can't imagine 8 people being able to surround one humanoid without sharing "squares". They wouldn't all be able to swing a sword freely. Even six guys is kind of pushing that, but is more realistic.

We're going to keep using our Chessex hex grid, and convert spell effects over to hexes. I'll work on some templates for cones in my copious free time. Heh. Personally I hate the firecubes and sqared off caverns, bushes, and architecture that 4E seems to have embraced. I have no trouble drawing square buildings on a hex map, as I make use of an arcane device called a ruler to assist me. So WotC can be square if they want to, but I'm all over the hexes.
 

There was a thread awhile back about using hexes in the general 4E forum. Using hexes does make bursts more round (technically hex shaped) and turns blasts into cones. The UA SRD from 3.x has hex rules and is available for free.

Derek
 

Since 4e does away with counting diagonals differently, it should be effortless to convert to hexes. Everying in 4e just counts squares, so just count hexes. Areas will be 'smaller' because you're counting hexes off in six direction, not 8, but fireballs will not be firecubes.
 

Zinovia said:
Even the *bushes* on the battle grids for KotS are kind of squared off. Perhaps the gnomes are sneaking around clipping the hedges throughout the woodlands into nice even squares, which would explain why you find them in gardens all the time pretending to be statuary.
Bwahaha!

I also kinda feel like 4e and hexes are two great tastes that will taste great together, but I haven't tested my theory yet. Even if it's not better, though, getting cones and circles instead of square everything might be enough to convince me.
 

Coming by way of gurps, champions and savage worlds, hexes come pretty easy to me as well. The trickiest part might be accounting for larger creatures. I normally wing it in my games but dnd is a lot more measure-conscious than others I play. In sw, we have fixed templates that all powers use. I guess I could do what i generally do; just plunk down a fig and it fits, it fits.
 

The problem with hex is half-hex... You end up with a lot of "wasted" hexes as soon as you have a wall.

So, you need to defined what to do with those space : can a character stand here ? Does it count as a standard hex ? Or is this a "non existent" space ?

You need rules for turning around corners, flank, cover and concilment.

If you have all of this, then you can use hexes.
 

You should never have half hexes, simply never draw a line between two opposite corners and or midpoints of a side. So a line could go from corner 1-2 or 1-3 or 1-5 or 1-6, but never 1-4. That way all hexes are either less than half or more than half.

Just remember that you are "nerfing" the AoE powers and Flanking powers by using hexes, so you might want to up the damage of said powers by one die.
 

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