Eh, to a first order approximation, a sphere is a cube anyway.heirodule said:Will fireballs be firecubes now?
Eh, to a first order approximation, a sphere is a cube anyway.heirodule said:Will fireballs be firecubes now?
Benimoto said:Using any system to model distances on a square (or hex-based) grid, the more "realism" you try to build in
Benimoto said:The problem with the 2=straight, 3=diagonal system is that you can't measure spell radius and reach using the same system as movement without things getting really weird. If you try to measure 10 foot reach the same way you do movement, you end up with this:
Greenfaun said:I'm glad to see there are other fans of the hexmap out there.
Does anyone have experience playing with a hex grid and three-dimensional combat? I.e. flying or underwater? It seems like that's one place where a three-vertex coordinate system might be more useful than hexes' sexy tesselation.
Wormwood said:I'd imagine that sticking closer to the defendee or attacking the antagonist would be a better solution.
Not necessarely. The area of effect you're describing looks a bit more like a 12.5' radius circle anyway. Which would indeed be 5pts in a 5' = 2pts metric.delericho said:Unless you declare a 10 ft. reach to be 5 points, not 4. In which case the result you get is the closest approximation to the circle that is possible on a square grid (attached).
Of course, that in itself is a quirk that needs introduced to make the system work.
Greenfaun said:I'm generally a fan of hex-grids, but it's been a long time since I've gamed with someone who didn't hate hex-grid playmaps with a fiery passion. My sample isn't scientific, I know, but I kind of assume that everyone hates hex-maps now.
Imban said:Actually, this isn't true of hex-based grids as long as we're constrained to 2D movement. With hexes, any hex Y hexes away is equidistant and you don't have to worry about diagonals. Granted, as soon as flight enters the picture, this stops working quite so well.
Word. My map guy, who is not stupid by any means, had a much easier time of things once I said "Screw it. Don't worry about the odd diagonal thing, just count the damn squares". Sped things up a bit for everyone.Mouseferatu said:As someone who's played both ways--the "1, 2, 1, 2" method, and the "a square is a square is a square" method--I cannot disagree with you more strongly. Even in a group of very intelligent people, the boost in speed and ease of play far outweighs any initial cognitive dissonance.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.