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Old 07-07-2019, 06:15 AM   #16
Anaraxes
 
Join Date: Sep 2007
Default Re: Traditional Mapping with Megahexes

Quote:
Originally Posted by ecz View Post
how do you decide if the partial hexes are playable?
The dot in the center of a hex is a useful guide (if you need a rule and we aren't talking about pathological maps). If the dot is in the open space, the hex is usable.

The other simple rule is just that only full hexes are usable.

Any rule is an approximation of reality (as is a square grid), so you don't really need to sweat the details. If it bugs someone that they can't get all the way into that corner during a fight -- come up with a narrative reason why they can't or didn't. If you have penalties for being cramped and and forced against the wall, it's not because you're in a "half hex", it's because the corridor is narrow or that enemy is so close to you you'd be in HTH if you just shifted the hex overly half a unit. The map is not the terrain.
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