Hexes vs. Squares

Rolzup

First Post
So, I'm wondering: anyone have any experience with playing 3.0 or 3.5 with a hex grid, rather than the typical square one?

I've a slight preference for the latter, but I'm wondering if there any rule peculiarities that might mess things up in actual play. There's always something, or so it seems.

Rolzup
 

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yes, we use Hex

My D&D group uses a hex board, as well as a GURPS group and Champions group I belong to. We all prefer hexes over squares!

The only real difference when it comes to D&D is area affects (cones, lines, radius, etc). IMO, it is a lot easier to figure out on a hex board than a square grid tho. And there is no "diagonal movement." That was one thing I really hated about using a square grid. First diagonal hex is 5 ft, the next is 10 ft, the next is 5 ft, etc...really a pain. With hexes you just cound the hexes and you're golden!

Myst
 

Try move, make a 90-degree turn, and move again in hex. I bet that second move is staggered or sideslipping. That's especially not what you want do do when you're in a vehicle after making a turn at the corner (of an intersection), lest you get pulled over.

This discussion has been done to death. We even had a poll earlier. Everyone's preferences are their own. Let's leave it at that.
 

There are 8 flanking spots on a grid and only 6 on a hexmap. I doubt that would be a factor very often though.

I like using squares just because they fit my maps better (rooms and hallways).
 

Ranger REG said:
Try move, make a 90-degree turn, and move again in hex. I bet that second move is staggered or sideslipping. That's especially not what you want do do when you're in a vehicle after making a turn at the corner (of an intersection), lest you get pulled over.

I do not have "vehicles" in my DND game, so that isn't a problem. :D


GURPS has a nice rule to handle the "half a hex" issue which I have adopted for my DND game. If you have an area where you go hex/half hex/hex etc., then a character can fight in a hex if at least half of it is visible.

In those situations where you have a corridor of:

H1H2
4H5H
H7H8

and you have a NPC in hexes 1 and 2 and a PC in hex 5, if another PC comes up into half hex 4 (or 6), we just shift the PC from hex 5 into the 5H area and put the new PC into the 4H area.


Btw, did 3.5 fix the problem of:

ABC
DEF
GHI

where if E is surrounded by D and F and moves to H and then continues moving, both D and F get an AoO against him. If E is surround by G and C and moves to I and continues moving, neither G or C get an AoO against him.
 

My group (D&D 3.0) has used an old hex mat for years. We never really liked it, but it was what we had, so we used it. The main thing we didn't like was trying to draw rooms on it in any way to scale. We were always asking questions like "can I stand here? It's only a half/third/quarter of a hex." And that was when we tried to draw square/rectangular rooms!

Then we switched to a more traditional square board that I made out of a large sheet of transparant plastic. We've only played on it a couple times, but the DMs seem to like it (easy to draw rooms, etc...). Our only unexpected problem was movement. Specifically, diagonal movement. For those who don't know about this problem, it has to do with the squares being larger across the diagonal then they are on the edge. If a character moves 6 squares forward, they've traveled 6 inches (or 30' scale). If they move 6 squares diagonally, they've moved ~8.5 inches, or 42.5 feet. This makes moving diagonally tactically superior to moving straight unless it's somehow taken into account. I've read different solutions to this problem on the boards. The easiest is to count a diagonal move as 1.5 squares, so if you can normally move 6 squares forward, you can move only 4 squares diagonally. This works pretty well, but what if you move one square diagonally and "the rest" of your moves forward? You end up trying to move forward 4.5 squares! The only really fair way to handle the problem (which is a handful) is to measure your movement with a ruler. If you movement is 30', you can move 6" in any direction. This also breaks down, though, if your character is moving in anything but a perfectly straight line. If they have to move around other characters, avoid threatened spaces, etc, measuring doesn't help much at all.

Hexes don't really have this problem because there are no diagonal lines. Other than the diagonal problem, we have enjoyed squares for their tactical precision. I'm going to recommend the diagonal move = 1.5 squares to my group tonight.
 

We use Hexes and Squares, depending on which side of the mat is cleaner that particular night.

Personally, I prefer Hexes. If your map is drawn to conform to graph paper, sure, squares are easier. If your map is drawn free-hand, hexes are often just as good an aproximation -- I allow up to Medium-sized guys to stand in half-hexes, or half-squares (on those not-so-rare occasions where we have non-square rooms or non-90-degree turns).

Hexes are better for:
- Area of effect
- Wilderness
- Natural caverns
- Certain kinds of architecture

Squares are better for:
- Certain kinds of architecture

-- N
 


Any chance we can get the Miller Lite girls to scream "Hexes!" and "Squares!" while ripping each others' clothes off? :D

I use squares for both indoor and outdoor terrain. I imagine that it would be disorienting for PCs to suddenly switch from hexes to squares.

Player 1: "Man, I hate fighting indoors."
Player 2: "Why is that?"
Player 1: "When I'm outside, it's only possible for six enemies to surround me. But when I'm inside, it's possible for eight enemies to surround me."

;)
 

I imagine hexes would have problems with larger creatures as well. If a creature has a 10' by 10' space, do you then make it take up one hex, seven hexes (one central and the six around it), or something else? Maybe three hexes?
 

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