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Re: (TFT) Half-Hex Corridors



Hey Rick. The problem with the corridor shown on the Cardboard Heros dungeon was that the hallway was one full hex, then two half hexes, then one full hex, then two half hexes, etc. That just doesn't make any sense at all. It should be one full hex, one full hex, one full hex, etc. Why, taking your system just as an example, should a guy standing in a hallway get full DX and the guy standing right next to him, in the same straight hallway, get a -2 to his DX.? That was the main problem with the hexes as depicted on their site (and perhaps why I was harsh).

As for gaming with miniature figures they just don't fit into half hexes. Here's a link to a thread on the Heroscapers site that will give you an idea of what I'm talking about. You'll have to scroll down the page a bit to see the images. In this case the half hexes along the short walls are simply ignored.

http://www.heroscapers.com/community/showthread.php?s=b7cb1f65a3789b65654a1fb53610caeb&t=2064&page=2

I might add that that is an older designed room. Since then I make sure that all of the rooms I put together have a full hex in each corner, not a half hex as shown. To make that work all rooms have to be an odd number of hexes wide, measuring across the hex grain. Modeling it in this fashion you assure that a figure can occupy a corner of any room. The example that I link to above is incorrect.

David O. Miller



On Mar 12, 2009, at 1:59 AM, Rick Smith wrote:

Hi David, everyone.
A bit harsh?  I use half hexes as crowded hexes at
a -2 DX penalty.  A corridor of hexes and half hexes
is topologically the same as a one hex wide corridor
running along the hex grain.

Just saying I wouldn't have any trouble using such
a thing in my campaign.

Warm regards, Rick
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