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Re: Hexagon pattern dungeons



It's not like slapping a hexgrid in front of a map is particularly hard.

--
David

On Fri, 4 May 2018, 09:44 Craig Barber, <craigwbar@comcast.net> wrote:

AND is easy to draw a map for combat.   My problem way-back-when was that square hexes reminded me of something else, cannot even remember what.  *Snapshot* maybe?   -- Craig B. 


On 5/3/2018 5:20 PM, Rich wrote:
Risking being shunned here. ..  I switched to squares:  squrares replacing hexes, with a 3 sq. by 3 sq block replacing megahexes.   It works well.

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On May 3, 2018, at 6:51 PM, Craig Barber <craigwbar@comcast.net> wrote:
And if I understood another comment correctly, then yeah, I frequently 
laid out hexagon pattern dungeons, enough so it was probably right 
around 1/3 , 1/3, 1/3: about 1/3 hexagon, 1/3 square, and 1/3 "other", 
like ferinstance Death Test (R) style.

I always liked the hexagonal dungeon layouts because they felt *very* 
TFT to me.   I always liked the square ones because they felt 
traditional "white box" and 1st Ed.  D&D, even back in 1985.   Just 
visceral reactions...

The only problems with squares were that 1) range got messed up on 
diagonals to the grain and 2) they didn't really offer an easy use for 
megahexes, the only problem with hexes was that villages and towns 
didn't usually have rows and rows of lozenge shaped buildings!

Megahexes were a GREAT aid to speed play.   "Wait, was that 14 hexes or 
15 hexes range? Count again!"   TFT could be a light light system 
partially because of the megahexes.

After I invented the square megahexes, it was easy to have *both*  of my 
cakes and eat them both too.   Any square grain dungeon could be played 
on megahexes from then on.

I hate to rehash an old old discussion (when did we talk about this?) 
but here goes.  Out of curiosity:  how many people here largely avoided 
hex grain dungeons?   Does anyone ONLY use hex grain dungeons?   Does 
anyone love them  like I do or does anyone hate hex dungeons?

-- Craig B.


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