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Re: (TFT) Half-Hex Corridors
Your (and Gurp's) solution works great if you are working on a flat,
featureless terrain board using chits for the characters. Not so good
as soon as you move to 3d terrain utilizing miniature figures. In that
case you have to switch to the no figure can enter a half hex rule.
Miniatures just don't fit on half hexes next to modeled walls.
We've always used the measure from the center of the attackers hex to
the center of the targets hex. If any part of that line goes through
even a small part of a hex containing a figure or an obstacle then you
have to roll to miss, or you cannot get the shot off. We take this
sighting using a transparent straight edge or a string. (If it goes
down a hex spine then you are considered lucky enough to be able to
shoot between the figures.) This eliminates any difficulties and makes
it fair for everyone, players and monsters alike. Personally I don't
care for the trace line from any point of the hex, it's too fiddly. In
the end however it really just comes down to personal style on this
rule.
David O. Miller
On Mar 11, 2009, at 3:54 PM, "" <pvk@oz.net> wrote:
FWIW, the GURPS approach is to treat partial hexes as full hexes,
and trace line of fire from any point in a hex to any point in
another hex, with a -2 to-hit penalty for vertical half-concealment
when it exists.
I found this to be a great relief from hex-itis compared to TFT
hexes, and it had me using transparent hex overlays to first draw
the walls the way they would actually be in real life, using TFT
hexes as a guideline but drawing them free-form.
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