![]() Use this variant only if you’re comfortable adjucating these partial spaces on the fly.ĭepending on their size, creatures take up one or more hexagons on the grid, as shown in the accompanying diagram. Most buildings and dungeons are based on 90-degree and 45-degree corners, so superimposing a hex-based grid on a structure leaves the GM with many partial hexagons, not all of which are big enough for a Medium creature. Using a hex-based grid changes relatively little about the game, but poses a mapping dilemma for the GM. ![]() To determine the distance between two hexagons, just count hexes by the shorter path (in most cases, there will be a number of equally short paths). Characters simply move from hex to adjacent hex, changing direction as they like. The primary advantage of this variant is that it eliminates the “every other square counts double” rule for diagonal movement, because it eliminates diagonal movement. (Hex grid paper and mats are available at many hobby stores.) This variant replaces the squares with hexagons. Tactical affairs such as movement are best handled on a grid, but the grid need not be a bunch of squares.
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