Re: Strict hex adherence - why?
And hexes are just COOLER. They give a game a aclassic feel. And all adjacent spaces are equidistant.
The only problem is that most fantasy RPGs' maps and generic dungeon maps are almost always made on square grids. It's the reason I've been hand-drawing hex maps, so there's more for us TFT players. I've shown this map before. This was my first one. 1 hex can represent a megahex, but I designed it to be a claustrophobic 1 hex = 1 hex. https://cdn.discordapp.com/attachmen..._01_BW_640.jpg |
Re: Strict hex adherence - why?
My approach to hexagonals was forever changed by another SJ game: Battlesuit. The use of center-of-hex dots in place of hexagons...
If the center of the dot is on your side of the wall, the hex is occupiable, if not, then you cannot enter it. |
Re: Strict hex adherence - why?
Yes, and people who chafe at hexes not conforming to overly-rectangular world maps, could use just the dots in a hex pattern, so it's not a visual clash.
Works very well if you print it on a plastic transparency to overlay on a map. |
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