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Ring_of_Gyges |
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I like the lines of the dungeon walls lining up nicely with the lines on the grid. We live in rectangular buildings, I think squares are always going to look cleaner.
There are obvious compatibility issues with a switch as well (not just compatibility with old PF1 stuff, but third party stuff like D&D maps, accessories like Dwarven Forge, and so on). Don't hold your breath.
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glass |
Hex works better for diagonals, sure, but not cardinals. It works better for wilderness but doesn't map well to the straight line layout of most buildings, cities, roads, ships and dungeons... the most common places for adventures to have combat.
Hexes work fine for buildings, cities, & roads. The problem with switching to hexes for PF2 is that it would obsolete the dozens of flip mats and map packs Paizo have already published (including the ones currently pre-orderable for the playtest).
_
glass.
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sadie |
![Owlbear](http://cdn.paizo.com/image/avatar/owlbear.jpg)
I agree that a square grid makes more sense for encounters, buildings and roads, and a hex map for larger scales.
Would it be possible to codify what those larger scales are? A lot of maps have hexes on, but there's no consistent scale to them.
PF2 is adding exploration mode. A good aspect of this would be a measurable scale of travel: "With that number of people carrying that amount of luggage, you can travel eight hexes a day. Where are you going?"
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![Kaleb Hesse](http://cdn.paizo.com/image/avatar/PZO9044_Kaleb.jpg)
Speaking of diagonals...
If we keep squares as the default i hope they switch to the simpler no extra distance calc for diagonals from 5th ed.
Oh lord! No!
Just No.
This is the first thing I changed when I playtested 5th edition. If I want to play 5th edition, I know where to find it.
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Bluenose |
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Hex works better for diagonals, sure, but not cardinals. It works better for wilderness but doesn't map well to the straight line layout of most buildings, cities, roads, ships and dungeons... the most common places for adventures to have combat.
So can you tell me why this road grid works better on a square grid than a hex one? Or this castle plan? Mexico City or Rio de Janeiro would be really hard to represent on a square grid. And squares are significantly worse with round structures, which are hardly uncommon.
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Fuzzypaws wrote:Hex works better for diagonals, sure, but not cardinals. It works better for wilderness but doesn't map well to the straight line layout of most buildings, cities, roads, ships and dungeons... the most common places for adventures to have combat.So can you tell me why this road grid works better on a square grid than a hex one? Or this castle plan? Mexico City or Rio de Janeiro would be really hard to represent on a square grid. And squares are significantly worse with round structures, which are hardly uncommon.
Neither of those maps are tactical maps, and thus need no grid at all. And compared to square buildings, yes, round structures are fairly uncommon.
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Wheldrake |
![Skull](http://cdn.paizo.com/image/avatar/B3_Troglodyte_warp_final.jpg)
Hex maps have their own diagonals, which are even more fiddly to deal with. Back in the early 80s, when playing Squad Leader, AFVs could go along hex edges to avoid buildings depicted in the middle and the like. It leads to a whole new can of worms.
The best way to avoid diagonal madness is to go gridless, and use rulers to adjudicate the movement of figures for PCs and critters. But it does open up a gray area or fudge factor that you don't get in a gridded environment.
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pjrogers |
![Salvator Scream](http://cdn.paizo.com/image/avatar/A16_salvator.jpg)
Hex maps have their own diagonals, which are even more fiddly to deal with. Back in the early 80s, when playing Squad Leader, AFVs could go along hex edges to avoid buildings depicted in the middle and the like. It leads to a whole new can of worms.
You are clearly a person of great taste and culture. And yes, I totally agree that one can do all sorts of cheesy things with hex grids.