06-15-2009, 08:20 PM | #1 |
Join Date: Jun 2008
|
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?
|
06-15-2009, 08:57 PM | #2 |
Join Date: Jan 2005
Location: Vancouver, WA
|
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. M |
06-15-2009, 09:12 PM | #3 |
Join Date: Jun 2008
|
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)
|
06-15-2009, 09:22 PM | #4 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
|
Re: COnverting Hexes to Squares
Quote:
|
|
06-15-2009, 09:51 PM | #5 | |
Join Date: Aug 2004
|
Re: COnverting Hexes to Squares
Quote:
__________________
...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
|
06-15-2009, 09:53 PM | #6 |
Join Date: Aug 2004
|
Re: COnverting Hexes to Squares
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.
__________________
...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
06-16-2009, 02:06 AM | #7 |
Join Date: Aug 2005
Location: Denmark
|
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. |
06-16-2009, 04:21 AM | #8 |
Join Date: Oct 2005
|
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
__________________
An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." |
06-16-2009, 09:34 PM | #9 | |
Join Date: Aug 2004
Location: Pittsburgh PA USA
|
Re: COnverting Hexes to Squares
Quote:
"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.)
__________________
Cap'n Q When we remember we are all mad, the mysteries disappear and life stands explained. -- Mark Twain |
|
06-16-2009, 10:21 PM | #10 |
Join Date: Sep 2007
|
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.
|
Thread Tools | |
Display Modes | |
|
|