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Re: (TFT) Megahex definition



I gotta say that I really like the square MH concept -- it's not rocket sci
ence to use them, and they do help enormously when it comes to converting t
he predominantly square dungeon maps out there in the world (and in my libr
ary).  (And there IS a center hex, actually.)  The only real issu
e crops up when it comes to defining spell effects.  If something effe
cts a MH size, a normal MH is seven hexes and a Square MH is nine -- do you
 let the extra two hexes be affected, or do you make the spellcaster specif
y which 7 of the 9 are affected?  Personally, I apply Occam's Razor an
d let a MH equal a MH, but then I'm a simple-minded kind of guy....  O
f course, simply ignoring the MH entirely for most purposes and simply worr
ying about hexes works well too.  If you go that way, then the normal 
MHs and the square MHs simply become a mapping tool you can use on your hex
 paper.

Let's face it -- the normal MH never did well underground except for cavern
 complexes, but if you want a classic Mines of Moria type thing (or even ju
st Lords or Underearth converted to detailed mapping), then the square MH c
oncept works extremely well.  In short, I see it as a distinctly benef
icial "thought experiment" for TFT gaming.

I might also recommend the old Cardboard Heroes things on caverns and dunge
ons -- they offer hex-based rooms, tunnels and so on as an alternative for 
dungeoneering, and while designed for GURPS are to the proper scale for TFT
 too.  I'm not sure if the PDFs are for sale over on Warehouse 23 yet 
or not, but if you can find hard copy its worth picking them up when you ca
n.  Plus, the artwork is excellent.  Finally, some companies now 
offer hex-grid options (0one's Blueprints, for example) for some of their p
roducts, which is also a nice touch.

      From: Marc Gacy <marcgacy@gmail.com>
 To: tft@brainiac.com 
 Sent: Tuesday, December 8, 2015 6:44 AM
 Subject: Re: (TFT) Megahex definition
   
I can see how you'd think that. In one way they are, being born out of a
thought experiment to see how you could make 90 degree angle corridor
intersections. They're not gimmicky when you consider a prime purpose for
their use. Most old D&D modules are 10 ft squares. It was always a little
bit of work to convert them spatially to TFT, or at least the results were
not aesthetically pleasing. Each Mhex and square Mhex is  then one ten
 foot
square, thus making it trivial to convert existing D&D maps

Also, I would say that if your'e thinking about targeting the center of a
Mhex, you're not using them to full advantage.
Targeting any point in the Mhex targets the entire Mhex, much like
targeting any point in a hex targets the whole hex. We just don't think
about that normally because the game is based on a hex as an atomic unit.
It's a useful unit for fighting, but not for "real-life" (e.g. how many
people can actually stand inside a 1m hex).

So yes, if you're doing your own adventures or wilderness adventures,
normal hexes are great, but if you want a quick and easy means to
generate/use squares for whatever reason you need, square hexes get you
pretty far, pretty quickly.

On an unrelated note, does anyone every play TFT on staggered squares
(which for those who might not know, are equivalent to hexes from a game
mechanics perspective)?




> And I'm not too sure I get square megahexes. How do you target the
> center hex? There isn't one. Seems kinda gimmicky to me.

ᐧ

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