D&D 5E Hex maps and dungeons and dragons.

Evenglare

Adventurer
I suppose this topic could go over in the general rpg discussion board, but I'm thinking in terms of D&D. The question that has been on my mind is why D&D defaults to squares on maps rather than hexes. Anyone who has ever used a hex map for D&D knows it eliminates a ton of problems that square based maps have such as moving diagonally and it provides more spacial accuracy when determining the area of area of effect spells. Anyway, I was just curious about the thoughts you might have on why wizards has been hesitant to switch from squares to hexes. Of course I realize hex support was included in 3.5's unearthed arcana and I loved it. So why no default hexes? I assume that the thinking is most people don't own or don't know how to easily obtain hex maps. If that were the case though you could remedy that by putting a page in the book for photocopying or just release it on the main site.

Anyway, just figured I'd put this up for discussion.
 

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Traditionally, D&D uses squares for indoor maps and hexes for outdoor maps. I imagine a lot of it has to do with straight walls, and I imagine the whole reason the early DMs used graph paper was for purposes of scale alone; back then, nobody counted squares, if you needed to, you measured distance with a string or tape measure.

The markings on the paper, be they square or hexagonal, don't have to mean anything in the game itself. They're an element of convenience that, when inconvenient, should be freely discarded.
 

I used to see quite a lot of games played on hexes before 3e. In many ways it is easier, though straight lines and adjudicating partial hexes could indeed be a problem.

The 1e DMG talks (though very little) about both.
 


I suppose this topic could go over in the general rpg discussion board, but I'm thinking in terms of D&D. The question that has been on my mind is why D&D defaults to squares on maps rather than hexes. Anyone who has ever used a hex map for D&D knows it eliminates a ton of problems that square based maps have such as moving diagonally and it provides more spacial accuracy when determining the area of area of effect spells.

Because it doesn't. HEX may simplify moving 60 degrees diagonally but makes it impossible to move horizontally and 45 degrees diagonally which are way more common. For overland maps, it's more natural for people to think about going N-W-S-E-NW-NE-SW-SE i.e. 8-directions and not 6-directions. Plus it doesn't fit with indoor locales which in the vast majority of cases have straight walls and 90 degrees angles that would cause half hexes all over the map. Finally, drawing a square map yourself is a piece of cake, drawing a hex map is a cake of pain. This is why the game just naturally evolved towards square maps. Hexes have their own benefits (better circle area spells, better 60 degrees wide cones - but worse square areas and 45/90 degrees wide cones), and many fans, but sorry they are a minority.

Despite of what I've just said, I'm not even a fan of square grids, and I'm trying to play 5e without a grid altogether.
 

I think hex grids have just as many issues as grids, at least for me. I got use to grid based maps and tiles over the duration of 3e and 4e, I don't want to change now so in my games we keep using them. I must admit I like the gridless options in 13th age.
 

Forgot to add that hex based maps are a huge benefit for players since only 6 creatures can surround you instead of a grid's normal 8.
 

Because it doesn't. HEX may simplify moving 60 degrees diagonally but makes it impossible to move horizontally and 45 degrees diagonally which are way more common. For overland maps, it's more natural for people to think about going N-W-S-E-NW-NE-SW-SE i.e. 8-directions and not 6-directions. Plus it doesn't fit with indoor locales which in the vast majority of cases have straight walls and 90 degrees angles that would cause half hexes all over the map.

Squares may simplify moving 45 degrees, but make it impossible to move 32 degrees. The argument is fairly weak. By moving sometimes straight and sometimes diagonally with hexes, one moves closer to reality than by doing the same with squares when moving in any direction (unless one uses the 1.5 square rule of 3E for a diagonal).

In real life, people tend to move the shortest distance and rarely move only 0 degrees forward/back, or 90 degrees to the side.

Btw, offset squares have the same advantages as hexes, but allow for rectangular rooms easier.

Squares have all of the problems of hexes and more. Hexes have fewer problems than squares (course, some of those problems like diagonal flanking disappeared in 5E because flanking no longer exists).

Finally, drawing a square map yourself is a piece of cake, drawing a hex map is a cake of pain. This is why the game just naturally evolved towards square maps.

Totally non-sequitor. There are many FRPGs that use hexes, just like there are many that use squares.

Hexes have their own benefits (better circle area spells, better 60 degrees wide cones - but worse square areas and 45/90 degrees wide cones), and many fans, but sorry they are a minority.

Cones in 5E are a little over 53 degrees. Closer to 60 degrees than 45 or 90 degrees (although they are only a little bit closer to 60 than 45).

And even squares are poor for designing rectangular shaped rooms if the room is not "x times 5 feet" by "y times 5 feet" in dimensions. People are so used to the perfectly aligned rectangular rooms (15 x 20, or 25 x 35) that they do not even think that a 13 x 17 rectangular room should actually exist in the game.

By using hexes and having good half hex rules, any shape or sized room/chamber/cavern can exist and movement in it is more natural.

Despite of what I've just said, I'm not even a fan of square grids, and I'm trying to play 5e without a grid altogether.

Good luck. :D
 

Squares may simplify moving 45 degrees, but make it impossible to move 32 degrees. The argument is fairly weak.

Yeah right, because players would normally ask to move 32 degrees, so this is a priority over 45?

In general players will actually learn to think in terms of whatever grid the game uses, and adapt to the directions allowed. If you use hexes, maybe you'll miss their angles if forced to play with squares, but the other way around is also true. However, more existing games use square grids rather than hex grids: people are more used to squares in games, so from a gamist point of view this is a more natural choice that requires no effort to get used to. It is clearly a simplification, but so are hexes.

By using hexes and having good half hex rules, any shape or sized room/chamber/cavern can exist and movement in it is more natural.

So you don't use hexes, but half-hexes, which is already an improvement.

Good luck. :D

It's not a matter of luck, but of values. If I value simplification within a rigid structure, I use squares because they are easier for everybody with zero adjustment time (except those who are already used to hexes). If I value freedom/realism of movement (which is what I am more interested in currently), I use no grid, and then I can have all directions, positions and shapes I want. I understand that for you hexes are a middle-way that provides best of both worlds, but for me the same middle-way provides the worst of both world instead :)
 

If I value freedom/realism of movement (which is what I am more interested in currently), I use no grid, and then I can have all directions, positions and shapes I want. I understand that for you hexes are a middle-way that provides best of both worlds, but for me the same middle-way provides the worst of both world instead :)

There are issues for no grid.

Is the NPC close enough to provoke? This happened week two in Lost Mines of Phandelver for our group not using grids.

Is the guy I'm shooting an arrow at close enough to not be at disadvantage? Pull out long bow string (as opposed to short bow string, this range spell string, that range spell string, or dagger string, etc.). Alternatively, let the DM guess and his guess is sometimes way different than what is obvious to someone else at the table. With disadvantage being as harsh as it is, DM guessing seems suboptimal.

No grid is ok, but it has it's own set of problems.


I cannot even imagine playing theater of the mind. At my age, I'm clueless about what is going on tactically without miniatures and a clearly drawn out map.
 

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