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Hexes and offset squares


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I like using the square mats and tiles as opposed to hexes. Sure, some rooms have wierd angles or curves. Draw the curve, and the DM can make the decisions on what happens as far as standing in it or whatever. Thats a part of why he is there in the first place. Besides, i like square rooms to acutally be square on the map. :)
 

Will said:
Would it seem workable to say 'if a line cuts through less than half of a hex, you can stand there normally'?

That's what we do (actually, we allow normal in 50% or greater, squeezing in 25% to 49%, no entry in 24%-, DM call) along any wall edge. It's not too difficult to eyeball. Another approach is 0 to 1/3 cannot be used, 1/3 to 2/3 can squeeze, 2/3 to full hex can be used normally. But the former approach handles square rooms a bit better.

We also allow "two half hexes" to make a whole hex. For example, draw a perpendicular "5 foot wide" corridor to any hex line (i.e. along the spline). It becomes "2 half hexes" followed by a hex followed by "2 half hexes" followed by a hex, etc. Creatures are allowed to stand in the two half hexes and consider them a hex.
 

It takes a little bit of practice, but you can draw rectangular rooms on graph paper without creating half-hexes. As an added bonus, you can orient those room in 3 different directions and preserve the effect.
 

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arscott said:
It takes a little bit of practice, but you can draw rectangular rooms on graph paper without creating half-hexes. As an added bonus, you can orient those room in 3 different directions and preserve the effect.
Nice.
 

arscott said:
It takes a little bit of practice, but you can draw rectangular rooms on graph paper without creating half-hexes. As an added bonus, you can orient those room in 3 different directions and preserve the effect.
You just made my day!
-George
 

I can't claim credit for that. Someone (don't remember who) posted the system in the 15+ page diagonal movement thread. With a cooler map, too.
 

Right now I use Lexan hex maps that I got here:

http://housemousegames.com/letema.html

They are 1" hexes, so they are a bit bigger than what is strictly needed. I use the 50% or more is a full hex rule. I have on occasion also used Heroscape map pieces. Nice for 3D maps, but they take time to set up.

For 4th, I'll be using the WotC dungeon tile sets. I'm getting a lot of mini dot labels and putting them on the tiles to show the hex centers. So the first row of squares on a tile will have the dots centered in the middle of the squares, the next row will have the dots on the middles of the square edges, and then back to the center of the squares and so on.

They will end up looking like square offset maps. It won't be perfect, but it will let me use the pretty maps and I think more easily set up the maps in the published adventures. For big areas, I will probably stick to the hex maps.
 



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