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D&D 3E
Quick question re: hex grids 
22nd-Jan-2007 11:08 am
Does anybody know which, if any, official WOTC books they list rules for using a hex map rather than a square grid? I'm growing weary of diagonal movement and ugly area of effects and I'd like to look into them. I'm open to non-WOTC stuff if the rules work; did Monte Cook come up with something like this?
22nd-Jan-2007 05:12 pm (UTC)
I'm pretty sure that it was mentioned in the PHB, but... why would you need special rules for it? One Hex = 5'. No diagonals, so you don't need to worry about that.

*uses a hex grid all of the time*
22nd-Jan-2007 05:22 pm (UTC)
How do you deal with half-hexes along the edges of walls? Just say they've got end tables and chairs and other junk in them and people can't stand there?
(Deleted comment)
22nd-Jan-2007 05:47 pm (UTC)
When it comes up, I just treat them as half-hexes, or allow the player to move to an adjacent full hex (not on a charge, mind you; no extra five feet!). If something complex comes up (like, two people trying to occupy a half-hex), I wing it. It happens VERY infrequently, in my experience.
22nd-Jan-2007 06:32 pm (UTC)
The same way you deal with circular rooms. Or crawling through tight spaces, etc.

Partial hexs are treated as partial squares/squeezed spaces. if you end up in one (and can't 'spill over' into an adjacent hex because they're occupied), you are denied your dex bonus to AC.
22nd-Jan-2007 05:43 pm (UTC)
There's extensive discussions about hexes in Unearthed Arcana (the 3rd Ed. book, not the 1st Ed. book by the same name, or Monte Cook's similarly-named book for his OGL work...)
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