Heroscapers

Heroscapers (https://www.heroscapers.com/community/index.php)
-   Other Customization & HS Additions (https://www.heroscapers.com/community/forumdisplay.php?f=21)
-   -   deleted (https://www.heroscapers.com/community/showthread.php?t=54010)

TREX May 9th, 2017 12:26 PM

deleted
 
deleted

Hahma May 9th, 2017 12:46 PM

Re: Hexless/gridless Heroscape
 
Cool, nice start TREX.

I'm at work and can't spend much time, so I'll have to pop in later on.

TREX May 9th, 2017 12:50 PM

Re: Hexless/gridless Heroscape
 
Quote:

Originally Posted by Hahma (Post 2147753)
Cool, nice start TREX.

I'm at work and can't spend much time, so I'll have to pop in later on.

Thanks, having terrain built cool looking without worrying about if it "fits" takes so much time out of it and just leaves you to make more cool stuff. Not to mention how much more natural the game board looks. My minds just been going crazy with how much you could effortlessly do after looking at your frostgrave stuff like its heroscape terrain.

TREX May 9th, 2017 01:01 PM

Re: Hexless/gridless Heroscape
 
I added a couple more FAQ type adjustments for Height advantage and ladder movement to the OP just to make it a little more clear.

Tornado May 9th, 2017 01:06 PM

Re: Hexless/gridless Heroscape
 
Nice.
I have considered this before and may try it for a city battle someday as square buildings and hexes do not play nice.

We did this for Battletech back in late 80s through the 90s and it worked fairly well. We ended up doubling movement and range, so 1 hex = 2 inches. This made for faster games and bigger maps where we could fit more Mechs.

One tournament I played in, they had rigged up a periscope that fit over the top of a Mech and when you looked through it, you have your LoS.

One weird thing that occurred was with trees which functioned much like Jungle Trees in giving defense. In Battletech, the woods were an individual hex you could enter. This became a little weird without hexes as you could get multiple Mechs around the trees but not truly in them, so who gets the bonus. Not a problem for Heroscape Jungle Trees, which is nice.

The main thing is having a hard rule for each figure about where you measure from and to and how that relates to movement. I is really easy to fudge an inch here or there intentionally or not. I had considered pre-cutting strings for movement and range but that feels like it may be a hassle but may have some merit.

Been a long time since I played open map.

TREX May 9th, 2017 01:21 PM

Re: Hexless/gridless Heroscape
 
Thanks @Tornado , I was contemplating a little dowel rod/stick with 1 inch measurements. The reason I went with 1 inch= 1 space is they are roughly the same length as a hex is close to 1 inch in measurement. This also keeps it simple for people to remember. 1 inch regular movement/attack range per space, and 2 move spaces for 1 inch for going up terrain. I'm super excited to get to try it out. I'm even more excited to get to try new terrain types to use. Such as gridless DND terrain tutorials from the DM Craft.

Heres a link for his awesome terrain including grid and gridless. Oh the possibilities.:)
https://www.youtube.com/channel/UCF-...yV6N3xi5z1TElg

TREX May 9th, 2017 01:27 PM

Re: Hexless/gridless Heroscape
 
Good point about measuring from one figure to another for attacks. I forgot to add it in there. I would use going from one figure base to anothers. I'll add it to the op.

EDIT: I also thought of making up a handful of predetermined lengths of measuring sticks for move and or range along with a full length 12 inch one.
5in for 5 move and 5 range figures.
6in for 6 move and 6 range figures.
and so on.

Tornado May 9th, 2017 03:32 PM

Re: Hexless/gridless Heroscape
 
I like the sticks idea!

For movement you just have to make it clear that when moving you place the spot on the base you measured on (say the front of the mini's base) on the final location of movement (when moving fully). In our games people would measure from the front of the base and then place on the back of the base, thus gaining the base's size in movement.

I thought full hexes like water hexes were 1 3/4". I think you will convert to the dark side and go 2 inches to 1 hex. :)

TREX May 9th, 2017 03:55 PM

Re: Hexless/gridless Heroscape
 
I may go to 2 inches per 1 hex. I need to do some measuring but I think your right. I havent got to try it yet. Though the idea seems super solid and simple. Id also make figures on peanut bases lead with one edge and not go past their move number in inches. Thats why I wanted to discuss it. Great suggestions.

Tornado May 9th, 2017 04:13 PM

Re: Hexless/gridless Heroscape
 
I really enjoy working on game mechanics and I having been gearing up to work on terrain for awhile, so this is all fun to me. :)

TREX May 9th, 2017 04:21 PM

Re: Hexless/gridless Heroscape
 
Ive just been so restricted in how cool I could make terrain. This will be awesome. Im thinking ill have to try out frostgrave as well.

wriggz May 9th, 2017 04:22 PM

Re: Hexless/gridless Heroscape
 
Quote:

Originally Posted by TREX (Post 2147762)
Thanks @Tornado , I was contemplating a little dowel rod/stick with 1 inch measurements. The reason I went with 1 inch= 1 space is they are roughly the same length as a hex is close to 1 inch in measurement. This also keeps it simple for people to remember. 1 inch regular movement/attack range per space, and 2 move spaces for 1 inch for going up terrain. I'm super excited to get to try it out. I'm even more excited to get to try new terrain types to use. Such as gridless DND terrain tutorials from the DM Craft.

Heres a link for his awesome terrain including grid and gridless. Oh the possibilities.:)
https://www.youtube.com/channel/UCF-...yV6N3xi5z1TElg


Love your idea, but those of us in the rest of the world would likely use 3 cm.


All times are GMT -4. The time now is 06:28 AM.

Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.