View Single Post
Old 06-14-2018, 12:08 PM   #2
Rick_Smith
 
Join Date: Apr 2014
Location: Coquitlam B.C.
Default Re: Optional Squares?

Quote:
Originally Posted by Cat View Post
While this game was designed quite well to work on a hex grid, I hope there might be an appendix with optional rules on translating to use on a square grid.

For those of us who have built 3D model dungeons, they are overwhelmingly (if not entirely) built with squares not hexes.
Hi Cat, welcome!

It would not be hard to do so. You would have to decide on the facing of the various figures. For example a 1 hex figure might be...


Front ....... Front ........ Front


Front ........ Hero ........ Front


Side ......... Rear ......... Side

(Maybe add an extra side on the off hand side?)

TFT uses "Megahexes" to help count off ranges of missile weapons and spells. For example, the Dazzle spell will hinder all within 5 megahexes. You could say one 3 x 3 meter area (10 feet on a side) is a Megahex. And go from there.

Finally you have to decide what you are going to do about diagonal movement. I like to say moving vertically or horizontally costs 5 movement, and moving diagonally costs 7. (This is accurate to within 2%.) But more usually, games say moving v. or h. costs 2 and d. costs 3. (You would likely want to double the movement of all characters if you are using this latter system.)

And that is it. Ranges of missile weapons would also use the adjustments I gave in movement, and everything else should be easy to adapt.

Warm regards, Rick.
Rick_Smith is offline   Reply With Quote