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Hexes or squares?

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Dylan G.
Pro
Marketplace Creator
Sheet Author
As I start hammering out the combat system for an RPG I'm developing, I find myself stuck on the question of which type of grid to use: hex or square? Each has its own strengths and weaknesses, but I find it doubtful people are quite so neutral about it. Which do you prefer, and why?
hexs, but for my reasons, i use the "cubes" more offen
All else being equal, I would prefer to use Hexes. However... Pathfinder, the system I use most, uses squares. The entire system is basically designed around it. Squares are somewhat easier to measure distances with... although you can go off-grid, at which point it doesn't matter which you're using. Squares are 'cleaner' in terms of making maps; a map made of hexes always looks somehow 'off', or fake... humans like straight lines, so squares work better for that. You can't, for example, make a straight wall out of hexes without it looking bumpy or crooked. Last but not least, it's hard enough to align-to-grid a squares map; Hexagons? Forget about it! Yes, Gauss, I've read your manual for it... still not gettin' it! I'll stick with squares 90% of the time, although I do prefer hexes for outdoor maps where straight lines just don't matter as much.
1391696338
Gauss
Forum Champion
Phnord , send me a PM sometime if you want to go through how to align hexes in Roll20.
I prefer squares if I am making a map with a built-in grid, such as a dungeon or man-made structure. If I am imposing a grid on a natural structure that I don't intend to try to align the grid to (such as a world map or outdoor area), I prefer hexes.
I prefer hexes because you get a closer approximation of real distance just by counting since you don't have wonky diagonal measurements to fiddle with.
I prefer hexes by a landslide. It just seems like a better approximation for me.
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I like hexes as well. Roll 20 actually lets you hide the hex map, and I basically have a rule where if the hex is against the wall players are allowed to be in that hex. It really doesn't matter, because I use meters, each hex is actually 2 meters, so easy to rationalize taking up half a hex with the wall taking up the rest. So what I do is use square maps many times, so the peices fit together nicely, but then have an invisible hex grid underneath. Players use the measuring tool to count distance. Distance is actually in meters to, so it gives the game a slightly more realistic feel. Your not counting hexes, your looking at your position. If we need the hex map, we can pop it up. Which gives me an Idea for an API command that would be useful .... I think artists tend to make more square maps ... but the cool thing with 'hex' maps is ... you don't actually need any hexes at all. Let roll 20 do that. Find something cool on the internet, put a hex map on it, your good to go. I've used mock floor plans from Casino's or top down views of aztec temples in my games. All kinds of normal, weirdly shaped stuff becomes totally usable then
Squares. Diagonal distances are only as much of a problem as people make them. Squares are easier to deal with, and easier to make maps for, especially maps of buildings with square rooms.
I use the cortex system, so I can use both. Interiors I use squares, exteriors I use hexes.