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Why not just use hexes?
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<blockquote data-quote="Virago" data-source="post: 96736" data-attributes="member: 2045"><p>KD:</p><p></p><p>I won't descend into the wonkery of it again. You are technically neglecting space distortion; i.e. something 3 hexes wide and 3 hexes high is rectangular, not square.</p><p></p><p>I really don't care about this, and as I'd said previously, I don't think whether or not one way resolves a diagonal closer to the true answer matters, really, when both are close enough.</p><p></p><p><strong>And, that’s the bottom line. It’s quicker and easier to use hexes for the majority of what you want to do with the sole exception of rectangular shaped rooms with edges along 0 and 90 degrees.</strong></p><p></p><p>That "sole exception" is probably the majority of situations. Also, in an open area, hexes aren't really superior to squares, so there's another common exception.</p><p></p><p>There are times when hexes really shine of course, but in these cases I would default to entirely gridless, using the grid as simply a drawing aid (it's very faint on my 'battle board'.. just little dots at the corners; so very easy to see it without the squares).</p><p></p><p><strong>What about the hassle of “half-squares” and “third-squares” and “quarter-squares” with non-rectangular rooms or rectangular rooms at non-zero degree angles?</strong></p><p></p><p>Usually I don't map out everywhere the party goes, I only draw a map when there is some sort of encounter or other situation; so rectangles at odd angles are very rarely a problem.</p><p></p><p>When I draw circle effects, I actually draw circles, and just eyeball it to determine if a certain square is effected or not. It's not tough or common. For most area effects I determine them basically like I am playing with miniatures.</p><p></p><p>Even if I had to follow some grid system slavishly, I'd probably still pick squares. When I need to draw, for example, a 40 by 50 foot room with pillars and a pit in the middle (this is I imagine a much more typical case than some of your bete noir examples), I cringe at the idea of doing it with hexes. Maybe that's something you get used to though.</p><p></p><p>How do you handle that? A 30x30 room, with a 10x10 pit centered in the middle. This is no bizarre setup. The 10x10 pit will be two hexes and four half-hexes. The party doesn't know it's there. How do you rule when they step 'halfway' onto the pit (that is, they are standing in a hex, half of which is a pit)? Does the pit become effectively a triangle, or a trapezoid, or a parallelogram?</p><p></p><p><strong>Hexes fit easier in a lot of circumstances since they are closer to a circular shape than squares are.</strong></p><p></p><p>Hmm, I don't buy this argument, since some shapes are <em>far</em> more common than others in most D&D campaigns.</p><p></p><p></p><p>Anyone remember the irregular arbitrary "regions" from MSHRP? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Now there was something silly.</p></blockquote><p></p>
[QUOTE="Virago, post: 96736, member: 2045"] KD: I won't descend into the wonkery of it again. You are technically neglecting space distortion; i.e. something 3 hexes wide and 3 hexes high is rectangular, not square. I really don't care about this, and as I'd said previously, I don't think whether or not one way resolves a diagonal closer to the true answer matters, really, when both are close enough. [b]And, that’s the bottom line. It’s quicker and easier to use hexes for the majority of what you want to do with the sole exception of rectangular shaped rooms with edges along 0 and 90 degrees.[/b] That "sole exception" is probably the majority of situations. Also, in an open area, hexes aren't really superior to squares, so there's another common exception. There are times when hexes really shine of course, but in these cases I would default to entirely gridless, using the grid as simply a drawing aid (it's very faint on my 'battle board'.. just little dots at the corners; so very easy to see it without the squares). [b]What about the hassle of “half-squares” and “third-squares” and “quarter-squares” with non-rectangular rooms or rectangular rooms at non-zero degree angles?[/b] Usually I don't map out everywhere the party goes, I only draw a map when there is some sort of encounter or other situation; so rectangles at odd angles are very rarely a problem. When I draw circle effects, I actually draw circles, and just eyeball it to determine if a certain square is effected or not. It's not tough or common. For most area effects I determine them basically like I am playing with miniatures. Even if I had to follow some grid system slavishly, I'd probably still pick squares. When I need to draw, for example, a 40 by 50 foot room with pillars and a pit in the middle (this is I imagine a much more typical case than some of your bete noir examples), I cringe at the idea of doing it with hexes. Maybe that's something you get used to though. How do you handle that? A 30x30 room, with a 10x10 pit centered in the middle. This is no bizarre setup. The 10x10 pit will be two hexes and four half-hexes. The party doesn't know it's there. How do you rule when they step 'halfway' onto the pit (that is, they are standing in a hex, half of which is a pit)? Does the pit become effectively a triangle, or a trapezoid, or a parallelogram? [b]Hexes fit easier in a lot of circumstances since they are closer to a circular shape than squares are.[/b] Hmm, I don't buy this argument, since some shapes are [i]far[/i] more common than others in most D&D campaigns. Anyone remember the irregular arbitrary "regions" from MSHRP? ;) Now there was something silly. [/QUOTE]
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