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General Tabletop Discussion
*Dungeons & Dragons
Why not just use hexes?
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<blockquote data-quote="Virago" data-source="post: 95905" data-attributes="member: 2045"><p>KD:</p><p></p><p><strong>You are correct for straight line movement. Hexes and squares (using 5/10/5) are virtually identical in those circumstances, regardless of distance or direction</strong></p><p></p><p>To be fair, in line with the nitpicking of the rest of your post--no. Hexes are not "virtually identical" against the grain.</p><p></p><p>I said "significantly less accurate."</p><p></p><p><strong>A hex is nearly circular</strong></p><p></p><p>Uh.. no. Check out the 5/10/5 figures verses hex figures at longer ranges.</p><p></p><p><strong>Since most area effect spells in DND are less than 30 feet in radius, hexes are not only just as accurate, they are also much quicker to figure out.</strong></p><p></p><p>I agree. Hexes make for better approximations of circles at short ranges. However, I think the hassle of half-hexes makes these gains in accuracy -- which are of dubious value anyway -- negligible. Especially at short ranges, where the terrain is likely to be more detailed, dungeonlike, and less suited to a hex map.</p></blockquote><p></p>
[QUOTE="Virago, post: 95905, member: 2045"] KD: [b]You are correct for straight line movement. Hexes and squares (using 5/10/5) are virtually identical in those circumstances, regardless of distance or direction[/b] To be fair, in line with the nitpicking of the rest of your post--no. Hexes are not "virtually identical" against the grain. I said "significantly less accurate." [b]A hex is nearly circular[/b] Uh.. no. Check out the 5/10/5 figures verses hex figures at longer ranges. [b]Since most area effect spells in DND are less than 30 feet in radius, hexes are not only just as accurate, they are also much quicker to figure out.[/b] I agree. Hexes make for better approximations of circles at short ranges. However, I think the hassle of half-hexes makes these gains in accuracy -- which are of dubious value anyway -- negligible. Especially at short ranges, where the terrain is likely to be more detailed, dungeonlike, and less suited to a hex map. [/QUOTE]
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Why not just use hexes?
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