Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Hexes vs. Squares
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KarinsDad" data-source="post: 1269958" data-attributes="member: 2011"><p>Agreed.</p><p></p><p>However, just this evening, we had a fight that ended up like this in hexes (although it is difficult to represent here):</p><p></p><p>. . . P . . .</p><p>. . N . N . .</p><p>. P . . . P .</p><p>N . . . . . N</p><p></p><p>where N = NPCs and P = PCs (in hexes, this is a 60 degree angle, not a 45 degree one).</p><p></p><p>This lasted for several rounds (because everyone was more concerned about getting flanking bonuses than giving them) and jokes were actually made when one player finally busted up the V pattern. However, a few of the NPCs attempted to leave before being killed and each of them got an AoO from at least one PC because they ended up going through a threatened hex while withdrawing. So, it can and does happen (quite often in games where the NPCs do not always fight to the death and both PCs and NPCs attempt to flank a lot).</p><p></p><p>What's nice about this situation in hexes is that you can choose the perceived weaker of your two opponents to give the AoO. But, one opponent will always get an AoO (assuming no Tumble or other way to avoid movement AoOs), regardless of direction in which you withdrawal.</p><p></p><p>With squares, depending on situation, either zero, one, or two opponents will get AoOs.</p><p></p><p>And, there are other freaky things with squares that do not happen with hexes, especially with regard to reach and area of effect (especially cones). With hexes, x spaces away is the same in all directions (a "circle" always looks like a big hex <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />). You do not have to calculate (or have templates cut out of) weird semi-circular shapes by counting up 1.5 squares diagonally and 1 square horizontally or vertically.</p><p></p><p></p><p></p><p>This would work. Thanks for the idea.</p><p></p><p>I've always just used two hexes for a large creature, regardless of whether it was large tall or large long.</p><p></p><p>The examples on page 308 and 309 of the 3.5 DMG (and the corresponding reach rules) are a bit bizarre with regard to long creatures vs. tall creatures. For example, a 10 foot tall creature with a reach weapon can attack 20 feet in front of him. The same creature prone (presumably or another creature of the exact same size but on all fours) with a reach weapon can only attack 10 feet in front of himself.</p><p></p><p>Why wouldn't the length of the exact same reach weapon be the same in both cases? It's as if large long creatures use medium sized reach weapons and large tall creatures use large sized reach weapons. Very strange.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 1269958, member: 2011"] Agreed. However, just this evening, we had a fight that ended up like this in hexes (although it is difficult to represent here): . . . P . . . . . N . N . . . P . . . P . N . . . . . N where N = NPCs and P = PCs (in hexes, this is a 60 degree angle, not a 45 degree one). This lasted for several rounds (because everyone was more concerned about getting flanking bonuses than giving them) and jokes were actually made when one player finally busted up the V pattern. However, a few of the NPCs attempted to leave before being killed and each of them got an AoO from at least one PC because they ended up going through a threatened hex while withdrawing. So, it can and does happen (quite often in games where the NPCs do not always fight to the death and both PCs and NPCs attempt to flank a lot). What's nice about this situation in hexes is that you can choose the perceived weaker of your two opponents to give the AoO. But, one opponent will always get an AoO (assuming no Tumble or other way to avoid movement AoOs), regardless of direction in which you withdrawal. With squares, depending on situation, either zero, one, or two opponents will get AoOs. And, there are other freaky things with squares that do not happen with hexes, especially with regard to reach and area of effect (especially cones). With hexes, x spaces away is the same in all directions (a "circle" always looks like a big hex ;)). You do not have to calculate (or have templates cut out of) weird semi-circular shapes by counting up 1.5 squares diagonally and 1 square horizontally or vertically. This would work. Thanks for the idea. I've always just used two hexes for a large creature, regardless of whether it was large tall or large long. The examples on page 308 and 309 of the 3.5 DMG (and the corresponding reach rules) are a bit bizarre with regard to long creatures vs. tall creatures. For example, a 10 foot tall creature with a reach weapon can attack 20 feet in front of him. The same creature prone (presumably or another creature of the exact same size but on all fours) with a reach weapon can only attack 10 feet in front of himself. Why wouldn't the length of the exact same reach weapon be the same in both cases? It's as if large long creatures use medium sized reach weapons and large tall creatures use large sized reach weapons. Very strange. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Hexes vs. Squares
Top