Ye Old Grid

I believe a hex grid is vastly better than a square grid simply because it removes the problems of diagonals altogether. Of course, I've never actually managed to convince anyone I play with to use a hex grid instead of just graph paper, so I've never gotten the chance to try it out. Oh well. Heroscape will fulfill my hex grid needs for now.
 

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Deset Gled said:
I believe a hex grid is vastly better than a square grid simply because it removes the problems of diagonals altogether. Of course, I've never actually managed to convince anyone I play with to use a hex grid instead of just graph paper, so I've never gotten the chance to try it out. Oh well. Heroscape will fulfill my hex grid needs for now.

Square grids and hexes both have their pros and cons. Hexes are better for diagonal movements and solving various "radius" effects. But it is much easier to write dungeons or interior floorplans on grids.
 

Deset Gled said:
I believe a hex grid is vastly better than a square grid simply because it removes the problems of diagonals altogether.
It does? Only if you consider diagonals at 60 degrees. :) Then, you also add the problem of moving up and down. I think hex grids add more problems than they solve.
 

Shin Okada said:
Square grids and hexes both have their pros and cons. Hexes are better for diagonal movements and solving various "radius" effects.
Meh. It's for lazy people who can't count 1's and 2's. ;)

I prefer circular or no grid over square, square over hex, and hex only in BattleTech & Star Fleet Battles (though I'm converting them to square because of the eight directions instead of six).
 
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Infiniti2000 said:
It does? Only if you consider diagonals at 60 degrees. :) Then, you also add the problem of moving up and down. I think hex grids add more problems than they solve.
No, it solves the problem of moving at *any* angle (well, as long as you start and end on a hex, of course). Just count the number of hexes along any of the shortest paths from A to B. No need to count distances different, depending on the orientation of the path.
 

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