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Which hex grid do you prefer? Hex(V) or Hex(H)?

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Lorien Wright
Pro
Marketplace Creator
If you use Hex Grids when playing Roll20, which do you favor the most; The Hex(V) vertical or the Hex(H) horizontal grid? In other words, if marketplace artists were to make hex map tiles, which would you want them to prioritize creating for?
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Pat S.
Forum Champion
Sheet Author
I tend to use none. I normally stick with squares or no grid but I'm starting to experiment with hexes again.
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Gauss
Forum Champion
I don't use hex maps for most of my gaming but the maps I would want to use them on are not really popular enough for you to make (Battletech type maps). - Gauss
Hex based maps in tabletop RPGs are almost non-existent. Almost. There are currently two strategy games on the market which make use of Hex (H), and have been popular for at least three decades now. The first is Battletech, as mentioned in a previous thread. Resources are the following: Battletech Total Warfare Battletech Strategic Operations Battletech Tactical Operations The above are the three core manuals for the game. For use, I will also quote Gauss' post from my thread. Gauss&nbsp; said: Here is a wiki showing low res images of the map packs.&nbsp; <a href="http://www.sarna.net/wiki/BattleTech_Map_Sets" rel="nofollow">http://www.sarna.net/wiki/BattleTech_Map_Sets</a> Battletech has a number of map elements: General fluff about the map elements: First, hexes are 30 meters across in Battletech Second, each elevation change is approximately equal to 6 meters. Third, Battlemechs are 2 levels tall and only one battlemech can occupy a hex. Fourth: Forests are a 'uniform' 2 levels high on top of the terrain they are standing on.&nbsp; Terrain types (from memory, some may be missing or named slightly incorrectly):&nbsp; Clear&nbsp; Rough (rubble or rocks etc) Light and Heavy Forests Hills and Depressions (both up and down) are measured as 'level 1', 'level 2', etc. for hills and 'sublevel 1' etc for depressions. Water (rivers and lakes, can be at varying terrain heights, should have depth values such as 'depth 1', 'depth 2' etc). Paved/Roads Buildings (Light, Medium, Heavy, Hardened, different sizes from 1 hex to multiple hexes) Some terrain types can be mixed. For example, forested hills. This is basically a common sense thing.&nbsp; That should be a good starting point. - Gauss The second popular hex based strategy game is Ogre, by Steve Jackson Games. <a href="http://www.sjgames.com/ogre/" rel="nofollow">http://www.sjgames.com/ogre/</a> The problem with that game is that resources are kind of rare to find on it, but I understand it uses Hex(H) just like Battletech.
Simus D. said: Hex based maps in tabletop RPGs are almost non-existent. Almost. For what is worth —as you'll likely know—,&nbsp;RPG systems like GURPS, HERO (at least earlier editions)&nbsp;use&nbsp;hexagonal grids.&nbsp;Even Dungeons &amp; Dragons 3e/3.5e with optional rules from Unearthed Arcana&nbsp;(not sure if they completely apply to Pathfinder as well). Of course there can be more RPGs unknown to me doing the same. Concerning the OP question, I like to change between V and H hexgrids for variety.
Axel Castilla said: For what is worth —as you'll likely know—,&nbsp;RPG systems like GURPS, HERO (at least earlier editions)&nbsp;use&nbsp;hexagonal grids.&nbsp;Even Dungeons &amp; Dragons 3e/3.5e with optional rules from Unearthed Arcana&nbsp;(not sure if they completely apply to Pathfinder as well). Of course there can be more RPGs unknown to me doing the same. Concerning the OP question, I like to change between V and H hexgrids for variety. For any square grid system, it's quite often *very* easy to convert between square to hex: you can often ignore some of the more obtuse or nonsensical mechanisms for diagonal movement (3.5 has the "1 then 2 then 1 then 2" while 4e has "diagonals are the same as vert or horizatal movement), flanking, creating circles and cones, etc. As such, while it's not common for many RPG systems to use hex *by default*, many systems *can* be used with hex and be *much* easier and more realistic to play because of it. Personally, I've always preferred hex based systems rather than square systems and only used square for my tabletop games because it's *really* hard to find hex maps/paper/tables to run games on. With roll20, I run both of my 4e campaigns in hex. Personally, I prefer Hex (H), but there's no real difference. Of course, I'd say it's better to stick with one rather than bounce between the two since people tend to do better with set ups they've gotten used to.
Kitru, Yours is an interesting view, and I tend to agree. Thanks for sharing it.