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Author Topic: Hex grids for DnD?
Blayne Bradley
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D&D seems mostly played with square grids, how well would hex grids work?
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MightyCow
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You'd have to develop some house rules about things like spell templates, and flanking, and you'd have a little bit more difficulty getting square roads and walls to fit correctly on the map, but I don't think it would be terribly difficult.

Monsters that take up more than one square might be a little tough, because they're going to overlap hexes, so you'll have to judge who is within melee range and where their reach extends.

It will cause some frustration with inaccuracy, but if your group isn't into strict rules, it may allow for more fluid movement and more realistic natural terrain.

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King of Men
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Besides, they give a cheesy but concrete tactical advantage.
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Nighthawk
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quote:
Originally posted by Blayne Bradley:
D&D seems mostly played with square grids, how well would hex grids work?

I've used hex grids for outdoor maps on numerous occasions. It just *feels* better.

For indoors, it's not a matter of usefulness, but of being able to draw a map effectively. That is, unless every room in your dungeon is hex-shaped...

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Scott R
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I thought it was standard to use hex grids for outdoor maps...
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just_me
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quote:
how well would hex grids work?
Great, if you ask me. I think hex grids are superior, especially since they make movement make more sense.

There are rules for hex grids in Unearthed Arcana.

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Primal Curve
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For most movement in my game, we just use rulers for diagonal movement and the DM just makes sure no one stretches their movement too much. The squares are there so we know how is occupying and threatening what squares, but we don't use them completely for movement purposes.
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Blayne Bradley
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Like Warhammer.
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fugu13
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. . . except Warhammer doesn't have squares for determining anything except the size of most of the models.
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