But what they can do is convey enough high-level information that the GM gets useful info if the movement scheme is appropriately chosen. The reason you have hex sheets in RPGs is because the grandaddy of them all suggested Outdoor Survival as a good mapping machine an Avalon Hill board game and it used hexes. Snapshot solved the same issue by charging two action points for a move orthogonally on the grid and three for a diagonal move. Staggered squares fix the Pythagoras problem, but then you have ugly flattened hexes anyway. What hexagons do really really well and non-staggered squares do very badly: Give true ranges unless you go all Pythagorean. That one case? Impossible on hexes, but rectangles are easy to draw on hex grids. Diagram based emc powerpath migration enabler host copy I do it all the time when I use a grid in my Savage Worlds games - a hex grid is just easier in every way but one than squares. Simply draw a square on the hex grid by counting off the hexes for the corners and assemble your compass rose from there. Always great to consider WHY we do what we do in the hobby. Luckily, his wife is also a GM, providing him with time on both sides of the screen. Estimations of distance is quick and easy without any weirdness in the angles, so it can be used either as is or using the grid for your own reference only. Instead, choose a scale you like for travel and scale up and down by whatever factor works best for you. Turns out the best set are 3, 12, and 48, though the numbers on 48 are fudged a bit and the difference in scale between 3 and 12 could be larger.įor ease, here are a handful of clean square grid sizes with useful dimensions. I had some trouble with scaling the 5 mile grid up and down at first. A 5 mile square is 25 sq miles as opposed to 31 for the 6 mile hexis 2. There they discuss the measurements of a 6 mile hex, that a 6 mile hex is about the limit of visual range, so you can see out of it only if you find a high vantage point, and discuss breaking it down into sub-hexes. Using it for overland maps has the same advantages of the hex map, but also has the following advantages. That solution is the standard graph paper grid. It also requires either huge paper or a ton of eyeballing or scanning, resizing etc… on a computer to zoom in or out in scale. Who cares, right? This discards those three advantages of hex mapping listed above. Writing the following shortcuts within a note will cause them to be replaced with some generated text when you are finished editing.As usual, rather than actually prep, I find it much more useful and productive to agonize and fret over how exactly I should go about prepping until the desire to prep fades away. When writing notes, there are a number of random generators accessible to you to aid in inspiration or content creation. remove a note or group of notes Text shortcuts rearrange a note within its group or a group within the notes +Table - Add a new table to the note group, tables can be rolled upon which will select a random row from that table +Text - Add a new text field to the note group
+Title - Add a new title field to the note group
Notes are relative to the hex you are in or the world map, the notes on the right hand side will be present regardless of which hex you are in. Larger brush - Colour and apply icons to more hexes at once Left Mouse Button (colours and icons can be selected in the tools menu) Hover mouse - Displays the first title and first text description in the subhexes notesĪdd Title to Subhex hex - Ctrl+Right Mouse Button while within subhex.Ĭolour hex and apply selected icon. Enter Selected Subhex - Right mouse button(selected subhex is indicated by the light blue highlight)