Thanks to a very enlightening post at The Hydra's Grotto, I've grown fond of using 6-mile hexes for wilderness travel. Rereading that post the other day, I was struck by the idea of subdividing 6-mile hexes into half-mile ones, and after trying to sketch this out I realized I didn't know how to actually make that work - as in, how to fit the little hexes into the big hexes. After scouring the internet for a map or diagram demonstrating this technique, I resorted to just screwing around with some hex grid paper (courtesy of Imcompetech) until I figured it out. Well, at least I think I did. If there's a better way assemble these dang ol' hexagons can someone please let me in on the secret?
At that point, I took a few more notes, and now I think I've almost got my head wrapped around the problems mentioned above. This is probably "no duh" territory for a lot of people, but I personally found the whole exercise useful enough that I figured I should share my notes in case anyone else has been hexed by hexes like me. It would put a real smile on my face if I helped make the subject less intimidating for even one person.
Coming to D&D from a mix of 3rd Edition and various video games, I was slightly perturbed by the sudden influx of hex grids into my life when I started delving into older editions and OSR stuff. I've grown increasingly fond of hex maps over time, but I almost wish I could send posts like this back in time to myself circa 2013 or so and clear up the concepts that confused me the most.
Here's a side view, so you don't have to turn the image or your head/monitor. |
Now I just need someone to explain THAC0 for the millionth time so that'll hopefully sink in.
This may be cowardice, but I explain that the hexgrid was first laid down by the law-infused Dwarven Imperium, over a preexisting landscape that was not Newtonian or Cartesian in nature. With that first principle, it's not a far leap to rule that SQRT(3)=1.5 for overland (or sea) distances.
ReplyDeleteThis lets me nest hexes in powers of 7. (1 larger hex contains 7 smaller hexes, a center and 6 adjacents).
That seems like a very clever way to simplify your..."map-matics!"
Delete(I'm so sorry. But not really.)
I especially like how you tied the math directly into your setting. Fantasy worlds need not conform to our puny terrestrial geometry!