07-24-2021, 01:28 AM | #11 | |
Join Date: Feb 2008
Location: UK
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Re: Hex(agon)ed
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Paul Blackwell |
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07-24-2021, 09:19 AM | #12 |
Join Date: Sep 2007
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Re: Hex(agon)ed
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07-24-2021, 11:45 PM | #13 | |
Join Date: Aug 2004
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Re: Hex(agon)ed
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As you say, slightly rectangular SS would best match hexes. As for "why not get it spot on", I can only think of one reason: you'd lose the ease of quickly mapping into 3-ft x 3-ft dimensions ("let's see, 15' x 18', that's 5 squares high, 6 columns across"). You'd have to convert locations into 3-ft x 2.6-ft rectangles. I wouldn't be surprised, though, if someone out there is happily doing just that!
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07-25-2021, 01:55 AM | #14 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: Hex(agon)ed
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He clearly favor the hex grid, for many reasons, but agree that square grid are better for right-angled floor plans. |
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07-27-2021, 11:30 AM | #15 |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: Hex(agon)ed
Indeed. Hexes can be a bit frustrating if you're using a virtual tabletop engine or grabbing maps made for D&D or something. On the flip side Hexes are generally easier to work with when the environment isn't perfectly aligned. (f.ex. if using real maps or maps not specifically made for tabletop RPGs).
I personally prefer hexes though, I find movement gets more tactical, and it is easier to block someone's advance without opportunity-attack rules and such.
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07-27-2021, 03:23 PM | #16 |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: Hex(agon)ed
I think the whole "it doesn't line up" comes from drawing dungeons on grid paper (I certainly did back in the 80s). I'm not sure why it matters at all, though, to have some walls or objects that aren't perfectly aligned to a grid, so I don't see this as a draw back to hexes at all.
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07-21-2022, 09:45 AM | #17 |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Hex(agon)ed
For most a hex is that 1 yard across from one side to the other through the center (2 x apothem) the corner to corner through the center (long diagonal) is 1.1547 yards.
By contrast a square 1 yard across from one side to the other through the center is 1.41421 yards long on the diagonal. So you can see a hex is more useful if you are using yards or meters along a diagonal than a square as the distance drifts far faster with a square grid.
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07-21-2022, 12:04 PM | #18 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Hex(agon)ed
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08-08-2022, 02:31 PM | #19 |
Join Date: Apr 2022
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Re: Hex(agon)ed
Having finally done some tinkering with maps, myself.
I initially loathed the square map awkwardness, but quickly warmed up to the hexes well enough. (I like them in videogames a lot, but there landscape is usually aligned to it) The only thing I still find awkward is straight constructs with only one tile gaps. Imagine a ramp that leads on a 1 hex wide catwalk, with 1 hex space at the side, and then on both sides hazardous terrain. It can get a bit unclear when someone is standing on the catwalk on a shared '2 hex' spot, and others next to it. But the system still works out, it's just awkward, but if for the most part, the entire thing is very much quite playable. Plus, it's just an abstraction, right? So...a little bit of bookkeeping for some small edge cases is fine. "You're still on the beam, the monster is still on the ground, and also not in the sand pit, despite the overlap" Last edited by Lovewyrm; 08-09-2022 at 02:28 AM. |
08-08-2022, 11:15 PM | #20 | |||||
Join Date: Aug 2004
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Re: Hex(agon)ed
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grid, hex, map, movement, tactical |
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