Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Hex Vs. Square
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KarinsDad" data-source="post: 283830" data-attributes="member: 2011"><p>This is very interesting. I'll have to think about it some more.</p><p></p><p></p><p></p><p>Actually, they look like they were tacked on after the fact due to the lack of rules for them and not designed in at all, but that is debatable.</p><p></p><p>However, squares require quite a few modifications to the rules, but Conaill has already mentioned some of them (reach, movement). I will not reiterate those, but will mention some he did not (and some of these have been mentioned here on the boards before):</p><p></p><p>X X Z</p><p>Y A Y</p><p>Z B C</p><p>X D X E</p><p></p><p>If character A is flanked by two characters Z, he can move to square E via C with no AoOs.</p><p></p><p>If character A is flanked by two characters Y, he can move to square D via B with an AoO from both Y characters. One orientation, he stays as far away as possible and he does not get attacked by either. The other orientation, he stays as far away as possible and gets attacked by both.</p><p></p><p>Just one instance that you need a special rule. Hexes have no problem at all here.</p><p></p><p></p><p>Another case is the Shield spell where the line is either drawn in front of the character (giving protection on only 3 squares out of 8 surrounding the character), or the entire line to one side is covered (giving a step function or staggered protection). One is more esthetic, one is more accurate (half of the squares).</p><p></p><p>Ditto for a diagonal protection of the Shield spell in squares, except that the protection is always staggered squares.</p><p></p><p>Hexes have a similar problem with the Shield spell, but not nearly as severe.</p><p></p><p>You can pick the esthetic: I’m not going to bother drawing it here, but for those familiar with hex numbering schemes, if you are standing in hex 2239, it would protect nw 2139, n 2238, and ne 2339, but not sw 2140, s 2240, or se 2340. It would also not protect 2439 (2 hexes east) or 2039 (two hexes west). But, at least it covers 3 out of 6 hexes immediately surrounding the character.</p><p></p><p>Or, you can pick the accurate where it protects 2439, 2639, etc., but still not 2039, 1839, etc. (or vice versa, depending on caster’s choice). Just like the square one side protection.</p><p></p><p>But, there are two advantages here. The esthetic hex system covers 3 out of 6 (i.e. half) of the spaces as opposed to the esthetic square system covering 3 out of 8 spaces. This can be very important in close in melee with many opponents. The second advantage is that the hex system is always the same. There is not staggered diagonal approach like with squares since if you rotate the Shield by 60 degrees, you get the same effect rotated 60 degrees.</p><p></p><p></p><p>Another problem with squares is the bizarre shapes that area effect spells create as per page 68 of the DMG. The Color Spray example there has the alternating square effect problem. For example, move 10 feet east and 5 south and you affect, move 10 feet east and 5 north and you do not affect.</p><p></p><p></p><p></p><p>There is no facing in 3E. So, what’s the problem? Besides, there are more than 8 directions someone could walk. Squares are rather limiting, just like hexes in this regard.</p><p></p><p></p><p>No doubt about it. Hexes have some problems too. But, two simple rules solve most of these:</p><p></p><p>1) You can take two half hexes and use it as a full hex.</p><p>2) Any half hex you move into resolves as if you had moved into its full hex.</p><p></p><p>For example, your "What do you mean I can't turn right by 90 degrees?" problem. Solved. And as for the potential problems the second rules creates, well that just prevents character from using two half hexes when it is not advantageous. For example, if an opponent is in hex 0001 and another opponent is in hex 0004, you would not move through half hexes 0002 and 0003 and take an AoO from both, rather you would pick one hex or the other to move through. Ditto for if you were flanked by two opponents.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 283830, member: 2011"] This is very interesting. I'll have to think about it some more. Actually, they look like they were tacked on after the fact due to the lack of rules for them and not designed in at all, but that is debatable. However, squares require quite a few modifications to the rules, but Conaill has already mentioned some of them (reach, movement). I will not reiterate those, but will mention some he did not (and some of these have been mentioned here on the boards before): X X Z Y A Y Z B C X D X E If character A is flanked by two characters Z, he can move to square E via C with no AoOs. If character A is flanked by two characters Y, he can move to square D via B with an AoO from both Y characters. One orientation, he stays as far away as possible and he does not get attacked by either. The other orientation, he stays as far away as possible and gets attacked by both. Just one instance that you need a special rule. Hexes have no problem at all here. Another case is the Shield spell where the line is either drawn in front of the character (giving protection on only 3 squares out of 8 surrounding the character), or the entire line to one side is covered (giving a step function or staggered protection). One is more esthetic, one is more accurate (half of the squares). Ditto for a diagonal protection of the Shield spell in squares, except that the protection is always staggered squares. Hexes have a similar problem with the Shield spell, but not nearly as severe. You can pick the esthetic: I’m not going to bother drawing it here, but for those familiar with hex numbering schemes, if you are standing in hex 2239, it would protect nw 2139, n 2238, and ne 2339, but not sw 2140, s 2240, or se 2340. It would also not protect 2439 (2 hexes east) or 2039 (two hexes west). But, at least it covers 3 out of 6 hexes immediately surrounding the character. Or, you can pick the accurate where it protects 2439, 2639, etc., but still not 2039, 1839, etc. (or vice versa, depending on caster’s choice). Just like the square one side protection. But, there are two advantages here. The esthetic hex system covers 3 out of 6 (i.e. half) of the spaces as opposed to the esthetic square system covering 3 out of 8 spaces. This can be very important in close in melee with many opponents. The second advantage is that the hex system is always the same. There is not staggered diagonal approach like with squares since if you rotate the Shield by 60 degrees, you get the same effect rotated 60 degrees. Another problem with squares is the bizarre shapes that area effect spells create as per page 68 of the DMG. The Color Spray example there has the alternating square effect problem. For example, move 10 feet east and 5 south and you affect, move 10 feet east and 5 north and you do not affect. There is no facing in 3E. So, what’s the problem? Besides, there are more than 8 directions someone could walk. Squares are rather limiting, just like hexes in this regard. No doubt about it. Hexes have some problems too. But, two simple rules solve most of these: 1) You can take two half hexes and use it as a full hex. 2) Any half hex you move into resolves as if you had moved into its full hex. For example, your "What do you mean I can't turn right by 90 degrees?" problem. Solved. And as for the potential problems the second rules creates, well that just prevents character from using two half hexes when it is not advantageous. For example, if an opponent is in hex 0001 and another opponent is in hex 0004, you would not move through half hexes 0002 and 0003 and take an AoO from both, rather you would pick one hex or the other to move through. Ditto for if you were flanked by two opponents. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Hex Vs. Square
Top