Hexes NOT Squares?

Cthulhu's Librarian said:
It could always be offset squares, which keep the straight lines of a square grid but allow the benefits of hex based grids.

Hey, I like this. No more 1 square/ 2 square costs for diagonal movement. My players have a bitch of a time with that.

One question: How do you treat character's standing in half squares? Are they Squeezed? (-4 Attacks and AC).
 

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frankthedm said:
How about we measure distances in 4E? :]

Yes! Let's forget all this pansy grid stuff and embrace our gaming heritage! "Inches or bust!" I say.
:lol:


Lanefan said:
Most stationery stores don't sell pads of hex paper. They all sell pads of squared paper. That alone is enough to say, stick to squares!

And all the more reason for the industry to embrace hexes! ;)


Lanefan said:
Also, the compass has 4 points...

32 points on a compass.


Carl
 
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CarlZog said:
32 points on a compass.
Yep, but only 4 that matter; all the others are combinations of the 4. A hex grid assumes a 3 or 6-pointed compass, so unless you want to invent such, stick with squares. :)

Lane-"northeast!"-fan
 

Mercule said:
I hate hex-based movement. My brain thinks in straight lines. My characters tend to move in straight lines. Dungeon corridors tend to run in straight lines. Trying to push hex-based movement would be back.

Silly person. Hex floor tiles don't preclude moving in "straight lines." (I can only imagine the havoc of living with a complex floor print tile or carpet. Yowch!)

You probably are trying to say that you're more comfortable with 90-degree angles.
 

Mark CMG said:
He cites the round (rather than square), slightly smaller than 1" bases on D&D minis as a sign that they've been thinking about this for a while.

The round bases were introduced in Chainmail, before they moved the minis onto a grid, because they make much more sense in a miniature skirmish game*. And round bases have their advantages when moving the minis on a square grid too, especially if there are no facing rules.

So that's no evidence whatsoever.




* Enough to say here that they make a lot of rules and clarifications unneccesary.
 



tzor said:
Hexes are very ... er GURPS like. One can argue that the d20 system has already absorbed a whole lot of GURPS like rules, so adopting the hex is another logical progression in the assimiliation.
But I don't want to play GURPS now do I want D&D to be a GURPS wannabe. I also do not want to make "roll-unders."
 


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