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Originally Posted by japes
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Originally Posted by Hellfire
Quote:
Originally Posted by japes
I wasn't sure how I missed this until I saw all the dates...they all coincide with times I was away from the site due to my car accident or my family issues. We've been discussing hexless heroscape for a while so I'm very interested in reading about this.
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I have an updated ruleset now that my group plays with that I may just post one of these days. But borrow whatever concepts you like ... With the specialized rulers, one can simply convert heroscape straight over to a hexless table. Even when my group plays vanilla scape or C3G, we don't use the hexes anymore--it's just so much easier to let your imagination go and design terrain, imo.
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Yeah our hangup seems to be changes in elevation. Like it's fine for climbing onto something but how do we gauge slopes and hillsides in a non blockable scape. Building a hill out of stackable hexes is easy to count a change since it's just a series of steps. But in a hexless smooth slope there are no steps. I'm probably overthinking it and figure any smooth slope should just be ignored and only climbing on or over things should matter.
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It can get a little difficult sometimes. Most other miniatures games simply call it difficult terrain, which doubles the cost of movement ... essentially the same as a Heroscape hill that is sloped ... costs two to move up one elevation.
So to make that match Heroscape movement, I'd perhaps agree w/ my opponent that the slope is difficult terrain while moving up but not while moving down (for the purpose of mimicking Heroscape movement).