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#21 |
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Join Date: Jan 2018
Location: Sydney, Australia
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As long as everyone's mind is sliding in the same direction I guess that would work. But minds are tricky things: sometimes it's almost like they think for themselves.
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#22 |
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Join Date: Aug 2004
Location: Carrboro, NC
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If a character is in a half-hex, there's only one way to virtually "slide" the grid underneath them to put them in a full hex. It's not hard.
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#23 | |
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Join Date: Dec 2017
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Quote:
Re. why not just avoid half hexes entirely: of course; that is the default assumption of all the guidelines for mapping that you will see in TFT. I was thinking anyone interested in this thread at this point was trying to come up with ways tot create maps that depict features that are not well represented by hex shapes the size of a standard Melee hex. |
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#24 |
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Join Date: Oct 2015
Location: New England
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Yes, that's the simplest thing to do. Just draw your rectilinear spaces and disallow all movement involving half-hexes.
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#25 | ||
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Join Date: Jun 2019
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Quote:
Quote:
__________________
"I'm not arguing. I'm just explaining why I'm right." |
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#26 |
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Join Date: May 2015
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Alternatives to treating all half-hexes as blocked include:
* All half-hexes are treated as full hexes (GURPS suggests this). * Hexes whose center dots are visible are treated as full hexes, others are blocked. * Similar to the above, with hexlines - if an obstacle crosses the midpoint of a hexline, or both sides of a hexline, the hexline is blocked, otherwise passable. * GM discretion... after playing several battles with free-form hexes, a GM can get pretty good at just ruling what the effects of free-form terrain in, and their players can get used to what they're likely to rule, without needing to be much/any discussion. And BTW, using a transparent hex overlay allows one to draw the terrain free-form on paper and then place the hexes - usually, you can find positions which are fairly convenient where it matters. |
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#27 | |
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Join Date: Jan 2018
Location: Sydney, Australia
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#28 |
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Join Date: Dec 2017
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I have nothing technical to add that I haven't posted already, but one general comment: If this seems so daunting that you want to retreat back to squares, think again. Chess, Go and Battleship are the only games of tactical movement and positioning that I can think of off-hand that treat movement and positioning on a square grid and that don't obviously suck. And even those get named here in a tongue in cheek way: the whole genre of quasi-realistic tactical board games is founded on movement on hexagons (hence the term, 'hex and chit').
And for a good reason: if you want to handle movement, positioning and facing in clearly rules-bound ways, you have to either play on a tessellated board or use free-form (gridless) rules (like Chainmail). Freeform movement can be excellent, but can be done in a rules-bound way only if you are precise about measurements, which is a huge pain in the ass and slows play. If you pick tessellated (which has the huge advantage of integrating your method of measurement into the board), you are forced into choosing among the cell shapes that tesselate freely and symmetrically without gaps. The 2D shapes that fit this criterion are the equilateral triangle, the square and the hexagon. The end. The larger the number of sides per cell, the closer you will be to describing physically realistic freedom of movement on a plane. Thus, you want the hexagon (unless you are creating a highly abstract tactical game, like Chess, or you are a simpleton, like the creator of Battleship). The cost we pay for playing a game that has a sensibly designed set of rules for tessellated movement, positioning and facing is that our maps are fundamentally hexagonal whereas our world has all sorts of shapes we might want to represent on those maps. So, whether you like it or not, the choices offered in this thread are the best of all possible worlds. |
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#30 | |
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Join Date: Feb 2016
Location: New Jersey
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Quote:
__________________
Daring adventurers are invited to join The Fantasy Trip Discord server: https://discord.gg/Z7AtdCe Ogre gamers unite: https://discord.gg/VmfVkuh |
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