08-09-2019, 03:07 PM | #1 |
Join Date: May 2010
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Might tactical combat work better with half-yard hexes?
GURPS' close-combat rules are confusing. I've been thinking about how to fix this, and part of me wonders if the best approach might be half-yard hexes. I probably haven't thought of all the edge-cases yet, but the general principles are these:
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08-09-2019, 03:33 PM | #2 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Might tactical combat work better with half-yard hexes?
You'd likely have inconveniencies with reach; an average broadsword would probably be reach 3 on a half-yard scale. Really, if you want finer granularity, you might be better off going hexless like a lot of miniature wargames.
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08-09-2019, 05:38 PM | #3 |
Join Date: May 2005
Location: Oz
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Re: Might tactical combat work better with half-yard hexes?
I am more than half a yard wide, and I would get wider if I developed some muscle in my shoulders. If I were carrying a shield and hand weapon I would be considerably more so.
A step being about thirty inches, might a 30" hex be convenient?
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08-09-2019, 05:54 PM | #4 |
Join Date: May 2010
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Re: Might tactical combat work better with half-yard hexes?
Mostly I'm trying to avoid some of the odd consequences you get from weird rules on sharing hexes. "Half-yard unshareable hexes" has the same consequences for the density of tightly-packed crowds as "one-yard hexes which can be shared by up to four people". Probably most people are more than half a yard wide, but less than half a yard across, so it balances. I might impose a combat penalty for trying to attack someone more than a hex away if there are any characters directly adjacent to you.
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08-09-2019, 06:22 PM | #5 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Might tactical combat work better with half-yard hexes?
Just make close combat 1 hex and add a hex to the reach of all weapons. Reach in GURPS is a bit too low anyway.
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08-09-2019, 07:42 PM | #6 |
Join Date: Aug 2004
Location: Seattle, WA USA
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Re: Might tactical combat work better with half-yard hexes?
If you were rewriting things, another advantage to the 30"/2.5' hex is that, for Dungeon Fantasy, it makes traditional 10' and 5' corridors much easier to depict on a battle map.
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08-10-2019, 06:59 AM | #7 | ||
Banned
Join Date: Mar 2006
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Re: Might tactical combat work better with half-yard hexes?
Quote:
Quote:
Since a human's stride is, realistically, far closer to 2.5' than it is to 3' - I'd think you could easily enhance and streamline all of GURPS' movement rules, including facing changes*, simply by switching the scale, though I haven't actually done the comparison (when I built my own system, that's where I started though.) *I've never been a fan of free facing changes, especially regarding applying human-scale to something larger, like a mammoth, for example. |
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08-10-2019, 10:32 AM | #8 |
Join Date: Apr 2005
Location: Houston, TX
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Re: Might tactical combat work better with half-yard hexes?
If you continue to use 1" hexes as your half-yard unit, youre putting GURPS' ground scale even further out of whack with figure scale; a prone human should then be almost four hexes long, but your 25-30mm minis/flats will only take up one hex when knocked over.
A 15mm hex grid would almost restore GURPS' existing (wrong) relationship, but I don't think anyone sells battlemaps at that gridding any more. Also printing out Cardboard Heroes at double size (or playing with bottom-weighted Star Wars action figures...?) would produce the proper picture.
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08-10-2019, 11:25 AM | #9 |
Join Date: Aug 2018
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Re: Might tactical combat work better with half-yard hexes?
Half-yard hexes are basically already a half-concept given how close combat works. B391:
I think of hexes being broken into 6 triangles, you being centered on the triangle touching the side of the hex you entered from and occupying the 2 triangles within the hex which share an edge with it. Assuming the enemy is centered on the opposite triangle gets weird when you have more than 2 people in close combat though, because then you'd have the guy occupying 2 distinctly different halves of that hex. In a situation like that, I think maybe the original occupant chooses what triangle they're centered on, and if they're not directly in the way of where someone wants to go, there should be a bonus to evade them. |
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