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Why not hexagons?

I know there is an ancient and esteemed tradition of using hex maps outside, but why? Where did it come from?

Near as I can see, two main reasons:

1. "Good enough" simulation overcoming the straight line ease of graphing dungeons. That is, on a big overland map, you wanted to be able to count hexes and it not be too off from if you measured it. You figured that the vagaries of travel outside could handle the error that remained. And the straight lines didn't matter. Inside, the balance shifted.

2. On an outside map, it is far easier to get a fairly decent looking map with hexes than squares. This is true even for someone that doesn't know much about mapping--maybe even more so. You can see this for yourself. Give a 12 year old kid a piece of square graph paper and a piece of hex graph paper. Ask him to make a geographical map on each one. (Not the same map. Let the imagination flow.) Repeat this enough, and you'll find that the hex map simply looks better. Most of the time, it will look "better" both aesthetically and in regards to reality.
 

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Personally I prefer my battlemap to represent the edition I'm playing. I used triangles for 3rd edition, squares for 4E, and I'm willing to give hexagons a try when 6th Edition comes out. Truth be told, the tactial side of my games really suffered when 3.5 came out.
I thought it was supposed to be dimensions. Dots for 1e, Squares for 2e, cubes for 3e, and right now I use tessaracts. I can't imagine how complicated 5e is going to be!
 

I thought it was supposed to be dimensions. Dots for 1e, Squares for 2e, cubes for 3e, and right now I use tessaracts. I can't imagine how complicated 5e is going to be!
Ah, so the Edition war is really an inter-dimensional conflict?
You know, that actually explains a lot!
 

I thought it was supposed to be dimensions. Dots for 1e, Squares for 2e, cubes for 3e, and right now I use tessaracts. I can't imagine how complicated 5e is going to be!

5E will add time to that list. Teleports will be based on the theory of relativity. You will need college calculus and a bit of physics to build your character. Despite this, play will be surprisingly easy. Or would be, were it not for embedding time travel in the core rules at 1st level. :erm:
 

Personally I prefer my battlemap to represent the edition I'm playing. I used triangles for 3rd edition, squares for 4E, and I'm willing to give hexagons a try when 6th Edition comes out. Truth be told, the tactial side of my games really suffered when 3.5 came out.
Can't edit an xp post, so:

I was trying to suggest that in 5e you'll discover the 5th dimension... EDIT: before reading page 2 and seeing others had already reached the same conclusion.

Lanefan
 


Just a quick vote for hexagons. For DMing 2e I bought a battlemat, it had hexagons. 3e came out and I was too cheap to buy a new one :o

Also, visually I was used to the hexagons from Battletech and felt it was more plain when figures needed to move diagonal. Sure, when drawing straight lines you get half hexes, but it's not a huge problem. Most of the core of my group have been playing together since 2e so they're used to it. Every now and then I get a new players that doesn't like it. They quickly get used to it though.
 




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