Hexes are cool!

Particle_Man said:
If it helps, Unearthed Arcana has a little section on hexes, that details what cones, spreads, and large, huge, gargantuan and collossal creatures look like. It seemed intuitive to me. The only adjustment I had to make was flanking large creatures.

And I suppose any spells saying "10 cubes" now could say "10 hexes" :)

I think you would have to call it tri-hexes or quad-hexes, not a single hex. If a cube is four 1" squares, covering roughly a 2" area, then three 1" hexes would be the closest approximation you could make and still retain a resemblance of a cube. Adding a fourth hex to the shape makes it a oddball shape.

I think I will stick with grids for D&D.
 

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Festivus said:
I think you would have to call it tri-hexes or quad-hexes, not a single hex. If a cube is four 1" squares, covering roughly a 2" area, then three 1" hexes would be the closest approximation you could make and still retain a resemblance of a cube. Adding a fourth hex to the shape makes it a oddball shape.

Since a large creature takes up three hexes under the hex grid rules, this would keep the system consistent.
 

mattcolville said:
After years and years of using hexes, we switched to Squares with 3E. For a long time, we bitched because of diagonal movement. Eventually, we just learned not to move diagonally.

It turns out that the length of the typical mechanical pencil is the perfect length for moving 30 Feet on a typical grid mat. Using that as a guide distance, and landing in the 'sanest' square simplifies things immensely.

As for longer distances (ie: bows), I use a length of screen measured along my grid mat.

END COMMUNICATION
 

I played historical miniature wargaming for 7 years before I started role-playing. I wish I could get my gaming groups to ditch the grids altogether and just use rulers to measure movement.
 

RFisher said:
I prefer hexes.

I've never been a fan of having walls, features, or spell effects line up with the grid, whether using hexes or squares. I use a ruler to make sure the wall or other features or spell effects I draw on the mat are the right size. Just ignore the hexes whilst drawing.

Treat partial hexes/squares as full hexes for movement/positioning.

This is the system we use, too.

The rest below, not so much.

RFisher said:
For spells & similar effects, I tend to treat hexes/squares that are partially effected different. e.g. If a save means half-damage, then not saving in a partially effected hex means half damage while saving means no damage.

I've also just used a ruler & no grid.

Though, for RPGs, I prefer to not use minis or equivalents at all.
 

We are considering abandoning the hex/grid and just going free form with tape measures ala a wargame. If I come across a big piece of material we can use for a map I will buy it and give it a try.
 


I love hexes!

Hexes are awesome if:

- Cones are 60° (3.0e) instead of 90° (3.5e);
- Your map uses irregular features which look no better on grids than on hexes; and
- Your players can wrap their heads around hexes.

Sadly, my group is too square. :(

Oh well, -- N
 

Flexor the Mighty! said:
We are considering abandoning the hex/grid and just going free form with tape measures ala a wargame. If I come across a big piece of material we can use for a map I will buy it and give it a try.

For a few cmpaigns in the past we did a sort of freeform no grid, and no rulers thing... People moved roughly the amount of inches that equaled their movement rate. We had spell templates which we used only when things got really tricky, but for the most part, if it looked roughly within the area of effect, it was.

It worked find, but if you're the type that is hardcore looking for any edge a 1" square can give you, it won't...
 


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