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Carl Hanson wrote:Using hexes has been something ive been considering for a while. But there have been some questions i couldnt figure out. How do you handle larger creatures and the space they occupy as well as areas of effect?
I replaced the square grid with hexes. It makes movement easier and more organic and elimnates the screwy rules about reach weapons.
I am considering several systems to replace most magic items that grant static bonuses (i.e. the Big 6), but haven't settled on the system yet.
My approach as DM is "The first hex doesn't count." So a Large creature, for example, occupies seven hexes -- one central 'free' hex, and six adjacent hexes. Each size category adds an additional 'layer' of adjacent hexes.
And it works the same way with AoEs. A fireball, for example, has one central free hex and then four layers of concentrically adjacent hexes. (One layer per 5 ft. of radius.)
Cone AoEs are a bit quirky, but really shine on the hex map. A cone of cold, for example, is simply a triangle of hexes, with 12 hexes on each side. (One hex per 5 ft. of range.) Here's the quirk: Because of the geometry of hexagons and how combat positioning operates, I allow the caster to place the cone's origin corner in an adjacent hex or inside of his own hex. (Obviously, the caster is undamaged by a cone corner placed in his own hex.) This allows cones to retain the flexibility they have in the square-world, while benefitting from the simplicity of the hex-world.