Hex grid

Post/Author/DateTimePost
#1

redmosez

May 25, 2008 9:05:13
I've been considering running a hex grid over the square one

IMAGE(http://www.rogersconnection.com/triangles/images/HexGrid.jpg)

The main reason is because I find that 1-1-1 and 1-2-1 diagonal movement on a square grid to be a little iffy.

I was wondering if (given the information we have so far) there would be any major clashes with the mechanics of the game.

Thoughts?
#2

wyrdwalker

May 25, 2008 13:48:10
I've been considering running a hex grid over the square one

IMAGE(http://www.rogersconnection.com/triangles/images/HexGrid.jpg)

The main reason is because I find that 1-1-1 and 1-2-1 diagonal movement on a square grid to be a little iffy.

I was wondering if (given the information we have so far) there would be any major clashes with the mechanics of the game.

Thoughts?

I've been considering this as well. It would mean there are 12 directions to travel (the lines from corner to corner counting as spaces) and the corner directions are slightly less off than with a square grid using 1-2-1-2 (which is not too bad anyway). The only difficulty I would see is the use of dungeon tiles, and really those are only a convenience.
#3

hellmute

May 25, 2008 14:06:09
Minis are made for squares, so anything dealing with the minis would be the only real problem. You could just adjust anything relative to the minis except for there bases to make them work for a hex based map.
#4

steerpike7

May 25, 2008 20:39:20
Minis are made for squares, so anything dealing with the minis would be the only real problem. You could just adjust anything relative to the minis except for there bases to make them work for a hex based map.

The D&D minis I have fit very nicely onto the hex battlemat I use. Nothing to adjust thus far.
#5

nom

May 25, 2008 22:25:53
Major clashes? No. Flanking changes marginally (3 rather than 4 axes) and you might need to tweak the line-of-sight rules due to the slight wonkyness of hex packing, but for the most part the mechanical differences will be negligible.
#6

master-of-puppets

May 26, 2008 16:32:35
the hex grid is obvioously much more realistic, people doest move un linear-scuare grids, is more like round movements really

but squares do make it for a clear game, they let you see stright lines, reach...

Id prefer to go Hex 'xept inside a dungeon, where things will be much more straight (unles is a cave.. or a groove or...)
#7

nom

May 26, 2008 18:15:17
the hex grid is obvioously much more realistic, people doest move un linear-scuare grids

Oh, I agree totally. Any fool can see that people move in triangles rather than squares!
#8

CraggleRock

May 26, 2008 18:23:21
Oh, I agree totally. Any fool can see that people move in triangles rather than squares!

Really? I've been going in circles all day! ;)

I think the thing someone was mentioning about minis earlier was intended to relate to large and upwards scaled creatures, as I imagine it's a bit more difficult to use them than in squares.
#9

ariasilverhands

May 26, 2008 18:38:20
Hex grids are more friendly for movement and cone style blast affects. Or is it burst... the new crap they're using is ridiculous.
#10

The_Jester

May 26, 2008 20:39:43
For large plus:
http://www.d20srd.org/srd/variant/adventuring/hexGrid.htm

Dunno how well it will work with bursts/blasts though.
#11

ariasilverhands

May 26, 2008 20:49:43
With a hex grid, you can actually make a cone shape using the 4e rules instead of the bastardized square rule or something. It'll work fine.
#12

Haldrik

May 26, 2008 23:25:20
Dont forget the "offset square" grid. Its kinda a compromise between square and hex.

IMAGE(http://img20.imageshack.us/img20/4720/offsetsquaregridlo4.jpg)

#13

Haldrik

May 26, 2008 23:31:02
In our campaigns, flying tends to be the standard mode of locomotion. For that reason, wel probably use a normal square grid with 1-1-1 movement. Itl be much easier to track movement thru 3-dimensional space with 1-1-1.
#14

mycroftb

May 27, 2008 17:58:54
With squares:
* 3.0/3.5's 1-2-1-2 for diagonals seemed a fair realistic compromise. But I could see some difficulty with measuring distances that cut across a few rows.
* SWSE's 2-2-2-2 for diagonals I saw as a way to eliminate that difficulty, by basically eliminating diagonals altogether. It wasn't as realistic, but I could see the compromise there.
* 4e's 1-1-1-1 was another way to eliminate that difficulty. It seems to me the most unrealistic. I picture my high school geometry teacher sobbing in the name of Pythagoras. I weep a little too.

When I try out 4e, starting off I'm going to do my best to use hexes. When hunkered down to close quarters, like the iconic 10' wide dungeon tunnel, I'll probably use squares until it opens out. For smaller rooms, I might even houserule in the old 1-2-1-2 movement, or go for a 1-1-2-1-1-2 compromise.

For ranged attacks I'll probably get a ruler and measure actual distances instead of counting off spaces.
#15

Haldrik

May 27, 2008 18:33:40
In the Legacy-ed Rules forum, one thread brought up the following point.

On a normal square grid:

A diagonal 1-1-1 move is a distortion. The closer you veer to a 45-degree angle, the greater the distortion becomes. (It exceeds realistic distances.)

But note. A diagonal 1-2-1 move is also a distortion. The farther you veer away from a 45-degree angle, without going a full perpendicular angle, the greater the distortion becomes. (It falls short of realistic distances.) In fact, when you plot out all the possible moves, it turns out 1-1-1 and 1-2-1 are more-or-less equally distortive.

Because these moves are about equally bad, it may be preferable to opt for 1-1-1 because of its simplicity.
#16

ToeSama

May 27, 2008 18:46:12
We use a Hex Grid in our campaign. Thus far it's worked wonders. Movement is a lot more clean than with Squares.
#17

wyrdwalker

May 27, 2008 18:55:29
In the Legacy-ed Rules forum, one thread brought up the following point.

On a normal square grid:

A diagonal 1-1-1 move is a distortion. The closer you veer to a 45-degree angle, the greater the distortion becomes. (It exceeds realistic distances.)

But note. A diagonal 1-2-1 move is also a distortion. The farther you veer away from a 45-degree angle, without going a full perpendicular angle, the greater the distortion becomes. (It falls short of realistic distances.) In fact, when you plot out all the possible moves, it turns out 1-1-1 and 1-2-1 are more-or-less equally distortive.

Because these moves are about equally bad, it may be preferable to opt for 1-1-1 because of its simplicity.

Until you note that the amount that 1-1-1 is off at its worst, is far more than the amount that 1-2-1 is off at its worst. To each their own as to what they chose to use, but I personally prefer hexes or 1-2-1 if using squares.
#18

thazerdedelmarcus

May 27, 2008 19:50:31
I've been considering running a hex grid over the square one

IMAGE(http://www.rogersconnection.com/triangles/images/HexGrid.jpg)

The main reason is because I find that 1-1-1 and 1-2-1 diagonal movement on a square grid to be a little iffy.

I was wondering if (given the information we have so far) there would be any major clashes with the mechanics of the game.

Thoughts?

I have never had a problem with mechanics before, I use the hex grid for my games.
#19

Hugin

May 28, 2008 11:43:45
I've used hexes for over a decade now and they are so natural I wouldn't think of going back to squares. Once you understand the purpose of marking a 'space' and what the space represents in the game world, you'll find there are zero mechanical difficulties with their use.
#20

sblaxman

Jun 01, 2008 18:41:23
In fact, when you plot out all the possible moves, it turns out 1-1-1 and 1-2-1 are more-or-less equally distortive.

Half truth... 1-1-1 and 1-2-1 both distort as often, however the average distortion of 1-1-1 is much larger than 1-2-1.

1-1-1 Is correct more often, but it's average error is higher

1-2-1 is in error more often, but it's error is small
#21

fodigg

Jun 02, 2008 16:38:03
I like the "cover" rules of squares, and it's easier to tell what is and isn't a space when running up against walls, but in general hexes are "better".

I have a giant map that has both reversible, and I started with hexes, but I've recently been leaning towards squares. I don't mind that it's abstract.
#22

wyrdwalker

Jun 03, 2008 0:59:28
I'm moving more and more toward hexes every day.
#23

tequila_sunrise

Jun 03, 2008 18:57:09
I'll be getting a hex mat soon because it seems to combine the best of both worlds in terms of the 1-2-1 v. 1-1-1 problem. I just started a thread in the Future Releases forum to suggest that WotC market a hex grid, 'cause I think they could make a killing.

TS