Why?[...] hexes are superior in every way
Why?[...] hexes are superior in every way
Why?[...] hexes are superior in every way
...D&D handles it by saying that each second square of diagonal movement costs 2 squares of movement. But then how do you count the square distance to something, in the same way? ...
I'd like to see turn-based games without any grid at all
why do crpgs?
Thanks. That was a good explanation. I have never played a P&P game, but yeah I expected that it had to do with movement and facing (hexes being better, that's it).Why?[...] hexes are superior in every way
Have you played P&P? Squares impose a lot of problems. Take diagonal movement for example. How many "squares of movement" should they cost? D&D handles it by saying that each second square of diagonal movement costs 2 squares of movement. But then how do you count the square distance to something, in the same way? That actually brings in another problem. There's also a lot of tricky situations with AoE attacks and line of sight and that kindda stuff. D&D doesn't have facing either, partly because facing is a bitch with squares.
Hexes solve all of these problems very elegantly.
ToEE? PoR?
Could you tell me what difficulties with distance measurements on square grids you mean?
I guess he means the different distances between straight and diagonal directions. But that's only one problem of squares. If you allow movement across the corner points, you have to face massive problems with blocking in general. In contrast to squares, a hexagon always allows you to cross an edge to get onto the next field.
Grids, hidden or visible, are automatically superior to gridless. Gridless is just "realistic" faggotry.