I feel the same way about diagonally adjacent squares, so from my perspective hexes are better, because they let six people flank you instead of four.orsal said:Well... once you realize that they don't touch even at a corner, I should think it would be clear why you can't attack from one to the other.
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
But squares are still easier than using hexes for dungeon mapping. Don't see them both on the same level in terms of your reasoning.solkan_uk said:I don't see as squares are much easier sinve you still have to fractionalise them - I mean how many corriddors are 5' wide? Around here they tend to be closer to 4' and if you look at castles and the like they tend to be really narrow.
If I want realism, I'd go LARPing.Mark CMG said:I suppose those that look for more realism in their games would opt for hexes since it is more natural for six opponents to surround someone equidistantly than for eight opponents to have four close and four much further out on the corners.
Of course, the additional difficulty some people find in drawing a straight line or accounting for half hexes in rooms might trump everything else.
hafrogman said:Not really. I don't think you could pull it off. I see the benefits, areas of effect, diagonal movement . . . but there would have to be so many rules for half hexes and quarter hexes, it would be madness.
SpiralBound said:I find the whole square vs. hex debate to be slightly odd... It really seems like a non-issue of lilliputian proportions to me.
Use whatever, it's only meant to be a convenient set of guidelines for determining distance. I've even used lengths of string with knots spaced one inch apart and found that it works really well. The real world isn't gridded. Real buildings (especially historical ones) don't have dimensions that are precise multiples of 5 ft or always have 90 degree corners. The natural world certainly doesn't pay attention to any semblance of a standardized spacing system!![]()
orsal said:Take another look at a hex grid -- there are no corner-adjacent hexes.
Ranger REG said:But squares are still easier than using hexes for dungeon mapping.