Does PFRPG Natively Support Hex Tactical Combat


Rules Questions


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Pathfinder PF Special Edition Subscriber

I'm looking to see if there's any published material to support rules for tactical combat using a hex-based combat map. All the material I've found online references D&D 3.5, and while I understand there are many similarities, I don't know if it's appropriate to simply port it over.

Essentially, I'm trying to convert my gaming group from D&D 5e to PFRPG 1e. We made the decision that this would be an excellent opportunity to try out hex-based combat. The downside is that I can't verify the correct token sizes for various creature types (I.E. how many hexes should a large creature take up), and (as stated) every reference I pull up is both written for D&D 3.5 and also references a facing variant rule.

Am I missing something simple in the Core Rulebook? Any clarification would be really appreciated.


There are no official hex-based rules in Pathfinder.

The 3.5 ones seem solid enough to me, and I would also avoid using the optional facing ruleset.


Maverick977 wrote:
Am I missing something simple in the Core Rulebook? Any clarification would be really appreciated.

Our group has been on hexes since we started 13 years ago. It works fine using the 3.x hex rules. Just ignore facing and you should be golden.

Probably the one adjustment will be needing to center AOE on hex centers rather than square intersections, which causes AOE spells/effects to have a fractionally larger coverage on a hex mat than on a square one.

Overall not a serious issue in my experience.


No, but it's not hard to make it work.


Gilfalas wrote:
Maverick977 wrote:
Am I missing something simple in the Core Rulebook? Any clarification would be really appreciated.

Our group has been on hexes since we started 13 years ago. It works fine using the 3.x hex rules. Just ignore facing and you should be golden.

Probably the one adjustment will be needing to center AOE on hex centers rather than square intersections, which causes AOE spells/effects to have a fractionally larger coverage on a hex mat than on a square one.

Overall not a serious issue in my experience.

Why would you use a hex center instead of a 3-hex intersection point?

10' radius burst from intersection point would be 2 hexes in any direction from the point. From hex center would be 1.5 hexes in any direction (not counting the origin hex) - assuming you want to count the 2.5 from the center of the origin hex, to an edge, through the next 5' hex, and 2.5 into the hex after that.

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