Burr said:In regards to half-hexes, could anyone give me a rundown of the realistic net benefits or penalties of 1) fighting with your back up against a wall and 2) fighting back-to-back with an ally?
The former has a negative connotation, while the latter has a positive connotation -- but it seems to me like they are physically equivalent. They both restrict your movement, and they both keep you from being attacked from behind. So why the different connotations?
I think if I could figure this out, then "half-hexes" could be a feature rather than a drawback.
arscott said:Hmm. You folks may have a point about hexes and cover. But I just came up with a solution that I think will work pretty well:
Squares
To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).
When making a melee attack against an adjacent target, your target has cover if any line from your square to the target’s square goes through a wall (including a low wall). When making a melee attack against a target that isn’t adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.
Hexes
To determine whether your target has cover from your ranged attack, choose a corner of your hex. If both lines from this corner to any two adjacent corners of the target's hex passes through a hex or border that blocks line of effect or provides cover, or through a hex occupied by a creature, the target has cover (+4 to AC).
When making a melee attack against an adjacent target, your target has cover if a wall or obstacle (including a low wall) passes through the adjoining edge of your hexes. When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.