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What grid do you prefer for overland maps?

How do you prefer overland maps and how strongly?

  • Prefer hex grid, avoid other options

    Votes: 6 19.4%
  • Prefer hex grid, will use other options

    Votes: 11 35.5%
  • Prefer square grid, avoid other options

    Votes: 2 6.5%
  • Prefer square grid, will use other options

    Votes: 3 9.7%
  • Prefer no grid, avoid other options

    Votes: 1 3.2%
  • Prefer no gride, will use other options

    Votes: 6 19.4%
  • Other

    Votes: 2 6.5%

MatthewJHanson

Registered Ninja
Publisher
Curious to hear what kind of grid (if any) people prefer on their overland maps, and how strongly you feel about your preference.
 

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For overland, I much prefer hex. The larger the area, the more I prefer hex grid. My world map is a large poster map (or large image on my laptop) and if I have to start measuring movement diagonally the distance calculations get difficult. The advantage of hex over square grids is that the distance from the center of one hex to another is equal, which is especially useful when calculating distance over a large area.

For small spaces, especially tactical battle maps on the 1"=5' scale, I find squares easier to use in play (and more tactical, because you have more adjacent squares)--though increasingly I forgo grids altogether and use measuring sticks, AOE templates, and non-gridded terrain for encounters. DM Scotty turned me on to gridless play: https://www.youtube.com/watch?v=XTT1ZU5pDBg
 
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I prefer square grids because when I started playing D&D, hex grid paper pads were much more expensive than square grid paper.

Besides, have you ever tried to map one of those old dungeons using hex paper?

(But when I got seriously into Gamma World, the hex grid seemed to fit more naturally.)
 


As a dungeon master, my grasp of time and distance (whether tactical or global) is on par with the producers of televised Game of Thrones, so I just hand-wave using a map without any grid or oftentimes even any distance markings.

Turducken.jpg
 


I personally can't stand hex grids, as they don't align with the 8 compass points most maps are based on.

I've also never been happy with published game maps where the rivers and roads always follow the hexes just because "that's a river hex" or "that's a road hex".

Just draw the map, lay the square grid down on top of it if needed, and carry on.

Oh, and to be really pedantic: a map is technically not a map until it includes these two things: a scale, and an indication of direction.

Lanefan
 

Oh, and to be really pedantic: a map is technically not a map until it includes these two things: a scale, and an indication of direction.

Lanefan

What about a classic pirate treasure map depicting only an island, a dotted line trail marker and X marks the spot for treasure? Map or not a map? B-)
 

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