Hex battle mats--why not


3.5/d20/OGL


What are the most compelling reasons to not use hex battle mats with D&D? I understand that the flanking and multiple attackers on one creature rule would be different, but what are the other reasons? I'm getting annoyed with the square battlemats, I've always used hex battlemats in my games and I'd like to go back to them unless someone can point out the "really good" reason in the rules that one should use squares.


farewell2kings wrote:
What are the most compelling reasons to not use hex battle mats with D&D? I understand that the flanking and multiple attackers on one creature rule would be different, but what are the other reasons? I'm getting annoyed with the square battlemats, I've always used hex battlemats in my games and I'd like to go back to them unless someone can point out the "really good" reason in the rules that one should use squares.

All I've ever used is Hex mats, mainly 'cause it makes moving diagonally easier.


TheCarrionCrawler wrote:
farewell2kings wrote:
What are the most compelling reasons to not use hex battle mats with D&D? I understand that the flanking and multiple attackers on one creature rule would be different, but what are the other reasons? I'm getting annoyed with the square battlemats, I've always used hex battlemats in my games and I'd like to go back to them unless someone can point out the "really good" reason in the rules that one should use squares.
All I've ever used is Hex mats, mainly 'cause it makes moving diagonally easier.

See, when I converted to 3.5 8 months ago I wanted to make sure I played it "straight up" so that I could give the system a fair shake. Now that my first 3.5 campaign is approaching 9th level PC's and my second one is approaching 4th level PCs (SCAP), I'm starting to identify the few little points in the system that annoy me. I know that creature size for bigger creatures is going to be a little weird with hexes (10' x 10' sized creatures will be "slanted", but the spell area effects and 30' cones and stuff are really annoying to figure out in combat.


I use squares since it's easier to move in a straight line. There was an order of the stick comic that addressed this issue, but yeah. I feel a charge, overrun, bull rush, and mounted combat are a bit more realistic with straight lines instead of diagnols.

But whatever floats your boat.


farewell2kings wrote:
What are the most compelling reasons to not use hex battle mats with D&D? I understand that the flanking and multiple attackers on one creature rule would be different, but what are the other reasons? I'm getting annoyed with the square battlemats, I've always used hex battlemats in my games and I'd like to go back to them unless someone can point out the "really good" reason in the rules that one should use squares.

Square is just a convention. People are used to square grids more than hex grids, so it's easier on people who are 'new' to the game. It's also easier to draw maps with straight corners (such as dungeons) on square grids. And of course, all of the published maps have square grids.

There are no inherent, rule based reasons to use squares rather than hexes. Either is fine, as long as you use it consistently.


I've found that it can be a pain to draw maps on a Hex Grid. Still, I've used Hex Maps for things that are suposed to be strange to the PCs, and their understanding on movement. Things like when the PCs were Drugged, or on another plane.

For me, the drawing maps that have a grid background onto a hex background always left them distorted and was just a pain.

ASEO out


This is giving me a brain cramp, I'm finding that I have no idea how you would calculate straight line movement with a hex map. Can somebody explain this concept to me?


On top of that, how do you calculate diagonal movement with square grid? This has always stumped me, I've always just treated it like a five foot move.


hellacious huni wrote:
This is giving me a brain cramp, I'm finding that I have no idea how you would calculate straight line movement with a hex map. Can somebody explain this concept to me?

The squares or hexes are there to make it easyer to calculate how many feet your character has (or will) move. The actual path your character takes, say on a charge, is actually a straight line you can trace between your starting point and your finishing point. Your character doesn't REALLY move to the center of each square (or hex).

Ultradan


Ultradan wrote:
hellacious huni wrote:
This is giving me a brain cramp, I'm finding that I have no idea how you would calculate straight line movement with a hex map. Can somebody explain this concept to me?

The squares or hexes are there to make it easyer to calculate how many feet your character has (or will) move. The actual path your character takes, say on a charge, is actually a straight line you can trace between your starting point and your finishing point. Your character doesn't REALLY move to the center of each square (or hex).

Ultradan

AHHHHHHHHHHH...brain cramp easing.


Squares are good because (and really mostly because) rooms tend to be made with 90 degree corners on them. A lot of combat does occur indoors even if you don't always go to the dungeon.

I remember an old rule to use squares indoors and hexes outdoors. I also remember playing so many sci-fi games like Traveller that used hexes that they started to feel genre specific at one point making squares fantasy, hexes sci-fi.


My main reason to want to go back to hex mats is because spell effects are easier to calculate. Thanks for your input, everyone, I am going to go through the PH combat section again and make sure I'm comfortable with switching back.


hellacious huni wrote:
On top of that, how do you calculate diagonal movement with square grid? This has always stumped me, I've always just treated it like a five foot move.

the distance diagonally across a square is very close to 1.5 times the distance from one side to the other.

3.5 handles this by saying that the first time you move diagonaly in a move it costs only one movement point but the second time you do it it costs 2 movement points, third time its back to a cost of 1 etc.

Actually what might work as an optional rule is to double everyones movement but charge 2 points for going straight and 3 points for moving diagonaly.


hello everybody!
after 13 years without roleplaying i just decided to get it on again with some friends and just bought the d&d v3.5 rules (excellent stuff compared to ad&d 2nd ed.!).
i found all i was looking for except the hex rules. aren't there special rules if you choose to use the hex grid? and what would you say about which system is easier for starters (starters to v3.5 in our case...)? thanks for your help!


dsan1 wrote:

hello everybody!

after 13 years without roleplaying i just decided to get it on again with some friends and just bought the d&d v3.5 rules (excellent stuff compared to ad&d 2nd ed.!).
i found all i was looking for except the hex rules. aren't there special rules if you choose to use the hex grid? and what would you say about which system is easier for starters (starters to v3.5 in our case...)? thanks for your help!

Well, welcome back to the world of the imaginary! I think the rules go for square grids, but nothing can stop you from using hexes, if you prefer them. For starters, I would suggest squares, because most rules are made for that.

Again, welcome back...

Ultradan


Ultradan wrote:


Well, welcome back to the world of the imaginary! I think the rules go for square grids, but nothing can stop you from using hexes, if you prefer them. For starters, I would suggest squares, because most rules are made for that.

Again, welcome back...

Ultradan

thanks for the kind welcome!


Hex rules are presented in Unearthed Arcana.


Amaril wrote:
Hex rules are presented in Unearthed Arcana.

mmmh. that's where the spell-point rules are presented too. perhaps i'll give it a try later, now i'll stick with just the three core rule tomes i think...


dsan1 wrote:
Amaril wrote:
Hex rules are presented in Unearthed Arcana.
mmmh. that's where the spell-point rules are presented too. perhaps i'll give it a try later, now i'll stick with just the three core rule tomes i think...

Hey dude (dudette?), take your time. Start slow, there's a lot of material to intake. Just remember, that you have a greatadvantage now than you did 13 years ago... An inexhaustable ressource of other players and DMs that all converge here. Just ask away if you encounter something that isn't particularly clear to you when you read it the first time.

Ultradan


thanks ultradan! my first question can be found here: http://paizo.com/paizo/messageboards/dragon/dnd/general/whatSTheTouchAttack AB#31160

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