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#1 |
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Join Date: Sep 2004
Location: Earth
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Trying to figure out how to handle mega hexes in Roll20 which won't have a mega hex overlay on them. I don't use pre-gridded maps so I have to rely on hex counting or distance to figure out range. I don't want to change VTT at this point either, although if that changes, I'll try and find one that has support for mega hexes.
My solution is to just count basic combat hexes, and given that there is no penalty for same mega hex and 2 mega hex distant, I calculate range from the center of the Basic Combat hex with Dexterity adjustments being 0 for hexes 1-8 distant, -1 for 9 - 14 distant, and -2 for 15-20 distant. Am I missing anything with that solution, and/or are there any other things I'll need to account for lack of mega hexes on the battlemap for? Thanks! Bob
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-- Bob -- Just play. Have fun. Enjoy the game. - Michael Jordan |
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#3 |
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Join Date: Sep 2004
Location: Earth
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Yeah, I realized I was not lining up the megahexes correctly and that my idea was flawed. If I'm just counting hexes and dividing by 5, it seems to shorten the range a bit somewhat considerably in some directions. But removing the abstraction of mega hexes when calculating range penalties doesn't leave many good options.
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-- Bob -- Just play. Have fun. Enjoy the game. - Michael Jordan |
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#5 |
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Join Date: Dec 2017
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That seems fair; the cook at my college geology field camp was an old Swiss woman who shot crossbows as a hobby; she said she could hit something the size of a dinner plate at 100 meters most of the time.
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#6 | |
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Join Date: Jun 2019
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Quote:
During WWI, the Kaiser supposedly asked Switzerland what they would do if they had only 250k soldiers, but Germany invade them with 500k soldiers. The Swiss replied "We would shoot twice and go home."
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"I'm not arguing. I'm just explaining why I'm right." |
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#7 | |
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Join Date: Oct 2015
Location: New England
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Quote:
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#8 | |
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Join Date: Sep 2004
Location: Earth
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Quote:
Onward to building the bestiary and compendium out.
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-- Bob -- Just play. Have fun. Enjoy the game. - Michael Jordan |
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#9 |
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Join Date: Jun 2019
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Yes, that "uncertain" position of the shooter/caster in their own megahex makes the problem ugly. Are they on the front "edge" of their megahex, or the back "edge"? It makes 2 hexes difference.
Since we only had "plain" hexpaper back in the day without any megahexes on it (TSR sold it on big sheets) my group decided to do without megahexes completely. To preserve the intent of the rules we: Counted the number of hexes. Divided by 3 and used that as the decimal distance in megahexes. And then applied the rules to that number. 8 hexes / 3 = 2.67. As 2.67 megahexes is less than 3 megahexes, no DX penalty and you're within creation spell range. At 9 hexes the megahex "count" becomes 3, so you're beyond creation spell range and missiles are at -1 DX. At 14 hexes you're still at -1 DX (4.67 megahexes) but at 15 hexes away it's now 5.0 megahexes (15/3), so -2 DX begins. On paper with megahexes, if besides you own megahex the target is over 4 actual megahexes away, that's when DX -2 kicks in as well. [Oops, I misquoted Creation spell range. It's not 2 megahexes away from the megahex of origin, only 1.]
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"I'm not arguing. I'm just explaining why I'm right." Last edited by Steve Plambeck; 08-11-2020 at 01:25 AM. |
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| Tags |
| roll20, the fantasy trip, vtt |
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