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Old 06-15-2009, 08:20 PM   #1
thatjimguy
 
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Default COnverting Hexes to Squares

Does 4th ed go on the hex based system still (I would assume so)? Has there ever been a squares conversion fo rus who have the dwarven forge sets or play with dungeon tiles from D&D 4e?
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Old 06-15-2009, 08:57 PM   #2
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Default Re: COnverting Hexes to Squares

I'm not sure if there's really a *good* way to do this.

We use squares when we must (play a lot of D20 as well, so we have lots of maps and such) and usually either play as if the squares were four-sided hexes and ignore anything that relies upon them being six-sided (hardly anything, really) or just use the images and measure distances with a ruler.
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Old 06-15-2009, 09:12 PM   #3
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Default Re: COnverting Hexes to Squares

other than maybe the number of people that can gang up on you, what was the reason hexes were picked up over squares in GURPS? You cannot move in a straight line in some cases. (This is a problem in space combat games like SFB and Silent Death...I know spacemaster had a small solution but it seemed a little complicated)
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Old 06-15-2009, 09:22 PM   #4
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Default Re: COnverting Hexes to Squares

Quote:
Originally Posted by thatjimguy View Post
other than maybe the number of people that can gang up on you, what was the reason hexes were picked up over squares in GURPS? You cannot move in a straight line in some cases. (This is a problem in space combat games like SFB and Silent Death...I know spacemaster had a small solution but it seemed a little complicated)
Radius effects have serious problems on square maps, for one.
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Old 06-15-2009, 09:51 PM   #5
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Default Re: COnverting Hexes to Squares

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Originally Posted by mearrin69 View Post
I'm not sure if there's really a *good* way to do this.

We use squares when we must (play a lot of D20 as well, so we have lots of maps and such) and usually either play as if the squares were four-sided hexes and ignore anything that relies upon them being six-sided (hardly anything, really) or just use the images and measure distances with a ruler.
M
You can fake it a bit. A diagonal move is one if a step, otherwise every two diagonal moves cover three. 2 for the first and one for the second.
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Old 06-15-2009, 09:53 PM   #6
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Default Re: COnverting Hexes to Squares

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Originally Posted by Crakkerjakk View Post
Radius effects have serious problems on square maps, for one.
The Template of a fireball in D&D 3rd was very odd. Basically any square that had any part of an actual circle centered at a point counted as being in the effect.
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Old 06-16-2009, 02:06 AM   #7
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Default Re: COnverting Hexes to Squares

We use squares al lthe time, it's really not that different. The way we do it:

You have 3 front squares, 2 sidesquares to each side and a single back square.
You can turn to face a corner and move diagonal, we just say it's 1 move though, as it costs move to change to face the corner anyway and it's easier. It might not be totally correct.

We say you can turn two squares for 1 move as it would otherwise take 4 moves to turn 180 degrees, which is a bit too much.


We havn't really had area efefcts yet, but whe nthey come we will just use the D&D-like templates I think, because they are easy to use.

---

In some sessions we've even alternated between hexes and squares within two combats as one map was sq. and the other hex. It's not a big deal IMO.
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Old 06-16-2009, 04:21 AM   #8
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Default Re: COnverting Hexes to Squares

Hmmm... This idea seems to be coming up more and more frequently. Hey, Molokh, can something about this be added to the uFAQ?

In any case, other threads that may shed some light on the discussion:

http://forums.sjgames.com/showthread...hlight=squares

and

http://forums.sjgames.com/showthread...hlight=squares
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Old 06-16-2009, 09:34 PM   #9
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Default Re: COnverting Hexes to Squares

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Originally Posted by thatjimguy View Post
other than maybe the number of people that can gang up on you, what was the reason hexes were picked up over squares in GURPS? You cannot move in a straight line in some cases.
Hexes are one solution to the problem of orthogonal movement and diagonal movement covering different distances in one "step" on a square grid.

"Cannot move in a straight line" is more of a perception than an actual problem, IMO, based on an assumption that the figure always stays exactly centered in the hex as it moves. If you interpret the path as alternating between left and right half-hexes, the figure is moving in a straight line.

(I've actually done this in real life, walking along a sidewalk that had been "tiled" in large concrete hexagons.)
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Old 06-16-2009, 10:21 PM   #10
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Default Re: COnverting Hexes to Squares

You can't move in straight lines on a square grid, either. You get four directions (or eight if you either have more complex movement rules or are willing to accept the 41% speed increase) in which you can go straight, where on a hex grid you have six straight directions (or twelve, if you're willing to move along edges, as in some air combat games). There's always an intermediate direction that doesn't match the tiling. If that bothers you, you could use a ruler or mark off a piece of string and have completely free-form movement.
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