Hex Grid System 2.0 [Archive] - Wizards Community

Post/Author/DateTimePost
Aralen

12-11-06, 08:20 AM
Hex grids. What a pain in the @ss. However, they make the game a lot more real, especially when talking about spells and circular areas, diagonal movement... What if the grids become more flexible?
In a inspiration stroke, I splitted the hexagons in its 6 equilateral triangles, drawing three thinner lines between the opposite vertexes.
This results in a far more flexible grid, with a lot of alternatives... my favorite is to make it square-compatible:

Map of The Week - Tile of Nov 2003 (http://wizards.com/dnd/images/mapofweek/Dungeon_Tile_Set_4_d0ua_72dpi_g.jpg)

Turns into:

Hex-Square Hybrid Grid (http://img138.imageshack.us/my.php?image=tileof4.jpg)

I'll like to hear your feedback...
Sinaz

12-11-06, 01:29 PM
Oof... I don't see that helping anything.

Does the player still occupy a full hexagon?

Can you now take a 2.5 foot step?

How do you use that?
Keterys

12-11-06, 02:56 PM
The big question really just is... what happens if you're in between squares? ie, if you are in the top left and go diagonally southeast. Now what? :)

Can you adjust into the different possible hexagons available (ie, by not moving a full hexago, to move into the 2nd from the left and top hexagon-square, for instance.

How do handle a fireball effect that covers someone in only half of their hexagon, if so? (similar to large creatures now, full effect?)
Aralen

12-11-06, 04:02 PM
I forgot a big detail...

I'm not from the US or UK, so I'm way more familiar with the Meter system. But for the purposes of playing D&D, we came up with a new unit, we call it "vara" wich is spanish for stick, but sounds better... 6 varas equal 5 foot, so 1 vara is 25 centimeters, also 3 varas = distance from the center of the hexagon to a vortex. The square-hexagon is a variant of the rule, we are currently using the hexagonal grid, and thinking about implementing the square-hex grid. With our hex grid, and our new unit we are very confortable. I was going to test the square-hex this weekend.

1) We can take a 3 varas step, or a 6 varas step as a 5 foot step. That's the principal pro from the hex-grid, the movement is far less 'squary', much more real...
2) Reach is just like in the hexagonal grid rule of Unearthed Arcana.
3) Yes, full efect for fireball effects.
4) We adjust a little the numbers for movement between hexagons, since the abscess is a little smaller than 3 varas. (2.6)
5) You can reach those targets diagonally, as you can reach the squares diagonally in the traditional system.

Reach... (http://img459.imageshack.us/my.php?image=grid1sf8.gif)
'Varas' system. (http://img96.imageshack.us/my.php?image=grid2un5.gif)

Regarding the square-hexagonal grid, we use it to convert maps with squares to hexagons.
Kursk

12-12-06, 02:25 PM
Hex grids. What a pain in the @ss.

I've used hex grids from 1st Ed to 3.5. They are simple. Don't understand why you think they are a pain.
questionc

12-12-06, 06:51 PM
I've used hex grids from 1st Ed to 3.5. They are simple. Don't understand why you think they are a pain.

Hex grids seem complicated until you try using square-diagonal rules I guess *shrug*.

Honestly, I think square is the default just because it's a more familiar board-game format. Clue-style combat.