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alright, a while ago i started a discussion about the merits of hexes versus squares in the battle mat. I use hexes, and have had a little bit of a hard time with flanking lately. since you draw the line from center to center, and if it passes through opposite facings of the enemy space, you are flanking. that's each little facing on the hexagon, yes? also, what about on larger creatures, that take up a triangle-like space? anyone who uses hexes have experience or insight into this?

The Elusive Jackalope |

Hexes are purely in the realm of houserules since the standard rules assume 5'-squares. For far more specific rules on hex maps, I would suggest looking at Unearthed Arcana for D&D v.3.5. I generally use a hex map for outdoor combats when I need one when running for my group; thankfully most of my combatants are Medium size (I tend to use humaniod NPCs more often than monsters) and are easy to figure flanking on and you seem to have that part down- opposite sides of the hexagon equals a flank. For larger creatures it is honestly just easiest to eyeball it, draw an imaginary line through the center of the creature and see if those attempting to flank it are roughly opposite one another, and when in doubt err in the favor of the players.

MC Templar |

for the large creature, push the mini sideways until it takes up four hexes.
When I was running I allowed for liberal flanking rules on the hex map so sneak attacks didn't get needlessly more limited.
Essentially we allowed an ally to flank the hex across from him on his choice of one adjacent to it, unless his enemy was backed to a wall or other impediment.

Queen Moragan |

If you are going to use the hex mapping variant system in Unearthed Arcana for D&D 3.5, I would suggest that you also use the facing rules there. It can make combat more complicated, but once you get used to the system, I think it makes for more realistic combats.
Otherwise, do as the Elusive Jackalope suggests.