05-15-2020, 08:21 PM | #11 |
Join Date: Dec 2017
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Re: Tidbits of Megahexes
Exactly; the whole idea of MH's is to simplify your life by letting you judge ranges and areas at a glance. I think you have to either ignore minor details beyond '1 MH, 2 MH...' sorts of measures, or just ignore the whole MH idea.
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05-16-2020, 09:23 AM | #12 | |
Join Date: Sep 2007
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Re: Tidbits of Megahexes
Quote:
(A target 1 hex away might be 0 or 1 MH away, depending on where the boundary happens to fall between the two characters. 2 hexes away also might also be 0 or 1 MH. 3 hexes could be 1 or 2, but not 0. A formula that exactly replicates the boundaries on a map isn't worth it because the map you're trying to replicate isn't itself precise. You'd have to know which hex in a megahex you were standing in. And then to top it all off, even by RAW the megahex boundaries on the map don't constrain where things must be positioned -- spell effects of a megahex, for instance, don't have to conform to a printed megahex, but just any 7-hex almost-circle, even if that spreads into two or three different printed MHes. So canonically the printed boundaries aren't particularly important anyway.) Just divide by 3 and round down. If you really feel like you must account for the variability, roll an extra die and add one MH on a 4+ |
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05-16-2020, 11:47 AM | #13 |
Join Date: Nov 2018
Location: Florida Peninsula, Earth, Sol Sytem
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Re: Tidbits of Megahexes
I run several games online, where there is a hex grid and automatic measuring tools. Pull the line, you have range in hexes, feet, and a line-of-sight indicator.
Several players objected to a simple 3 hexes is a MH rule. I allowed them to do the math and come up with a simple system. This system would be used by them and by their foes. They arrived at pull the range, divide the hexes by 5, round down, equals your missile attack penalty.
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