Wow, lots of useful advice in this thread.
I personally prefer Hexes. Things work on a 60 degree setup, which yields more options than squares.
It's still possible to run 90 degree corners too, you just need to pause and think before drawing the lines on the grid.
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Dungeon Tiles has angled tiles. They don't have rules for how PCs interact with those part-squares. They're just politely ignored.Well, every argument except "The game runs on square maps straight out of the box."
IMHO hexes deserve equally polite treatment.
That "polite" is a reference to how WotC's rules treat the partial squares in dungeon tiles. Nothing to do with you.I'm not trying for impolite
WotC's Dungeon Tiles have these triangular tiles with some partial-squares on them. There are no rules for those partial squares. They are used in WotC maps, and politely ignored by everyone.I'm saying that the game, the maps, the miniatures, the rules, and all of the bits and pieces that interact with that aspect of the game are built to work, automatically, with a square grid. No muss, no fuss.
That's the one problem I see with hex maps that isn't mirrored by square ones.
I use hex maps, and the only con is that some players have an unexplainable dislike of them. (Literally unexplainable: I've asked them and they can't explain it to me.)So my question is, has anyone else tried to convert 4e to hexes, and if so, did it work? What are the pros and cons?
Right, so which kinds of features do you use most? If it's square rooms a la most pre-printed modules, then square grids are best. If it's 45 degree angles and circular rooms, then hex grids are best. If you want a single answer for everyone, then create a poll!Every argument leveled against hex maps can be leveled equally against 45° angle walls on grid maps, and that's before we get to 60° corners and crazy stuff like circular rooms, which feature prominently in any Wizard's tower worthy of the name.