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Old May 9th, 2017, 12:26 PM
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Talking Hexless/gridless Heroscape

HEXLESS/GRIDLESS HEROSCAPE


What blasphemy is this you say? Well, in a way I'd say Heroscape doesn't need to be changed as well but.....

I thought this up after Discussing a game called Frostgrave with @Hahma and how they measure up distance for moving and attacking with figures. So I came up with a system. A very simple system that would allow you to Go off of the Grid per say. Before I finish up a PDF that looks all sweet and make it more easy for others to try out I wanted to discuss it a bit on here.
I really like simple mechanics without changing anything major to the game with the exception of the going gridless. This is still Heroscape with the below changes as of yet. I'm super excited to do this because of the endless amount of beautiful terrain you could use here.
For the differences you will be using a ruler/measuring stick, or tape measure. (A set of measuring sticks with 1.5 inch markings and 1 inch markings works pretty well.)

DIFFERENCES
The Army Cards stay exactly the same.
Move Spaces- 1 move is equal to 1.5 inches.
Example: A figure with 5 move may go 7.5 inches
Moving up terrain- Up vertical faces of terrain 1 move equals 1 inch.
Example: A figure with 5 move starting at the bottom of an elevation may move roughly 4 inches up a rock face and then onto the rock face with the last move point.
Moving down terrain-Just like Heroscape, the figure is not penalized with extra move, so 1 move equals 1.5 inches.
Ladder movement-when moving on ladders, 1 move is equal to 1.5 inches.
Stairs or uneven terrain-will be measured as normal movement.
Fall Damage-Fall Damage is much the same, If your character moves off a ledge and onto a non water space that is any higher than his height with the ruler he rolls one unblockable die.
Extreme Fall Damage-If the fall is 5inches or more than the figures height he will roll 2 unblockable dice.
Range-Again Range will be one space equals 1.5 inches.
Example: A figure with a gun that can shoot 7 spaces could shoot 10.5inches.
Determining how to target non adjacent figures-Targeting figures for attacks would be measured from the edge of one figures base to another in inches.
Adjacent-Figures that are touching bases or if the figures cant touch bases because of an overhang of a figure are adjacent. When an enemy figure moves within an inch of your figure that figure is engaged.
Leaving Engagement Attack-Figures that pass enemy figures within an inch of them will take leaving engagement strikes.
Line of Sight- Is exactly the same except the target has to be within your range in inches.
Area of affect attacks-Figures targeted with an area of affect attack such as a shotgun blast or a grenade. Figures that are within 1 inch of that figures base are also affected.
Special attacks: Mimring's special attack will use a measuring stick or tape and will go out the amount of inches equal to its move spaces. Moltenclaws special attacks and like attacks will be hit the target figure and be measured from the target figures base edge.
Example: Deathwalker 9000 fires a grenade attack at syvarris, grimnak and some izumi samurai are standing next to him within an inch, they are also affected.
Height Advantage-Much like regular Heroscape, the figure with its base higher than its opponent gets the height bonus. Whether defending or attacking, in Inches rather than spaces.
Terrain Effects- All terrain effects are the same. Instead of being a space away from a jungle piece for the extra defense against a range attack you simple need to be within base contact with a jungle piece. If you character moves onto some molten lava he will roll the 20 sided die to see if he lives. Keep in mind that it could be a river of lava not just a lava space. Shadow and dungeon rules along with snow and ice rules are the same, just without hexes.
Start Zones- Instead of a amount of tiles for start zones you simple specify an area on the open map that your characters can be placed.
Glyph placing- If using glyphs you would still want them to be placed evenly from one start zone or the other. In this case you could place them with a tape measure.
Example: The battlefield is 30 inches from side to side and you wanted to place a glyph in the center. Measure 15 inches from one side and place it.

OVERVIEW
Imagine Playing Heroscape on anything, or anywhere, despite the amount of terrain you have. Imagine playing on a map that looks like a 3d battlefield, without all the spaces, and lines. Being a custom terrain maker for the past 6 or more years now I realize how hard it is to line up hexes just right to place on the Hex board. Imagine just making a cool piece of terrain that looks natural and throwing it on the table. Imagine making Heroscape characters that don't have to fit on hex spaces. Huge dragons and what have you. Imagine not having to rebase all your minis that have giant round bases. Imagine playing Heroscape on something that looks like this:




This opens up all types of terrain and the imagination can be limitless. You can already make any kind of Character for Heroscape, now you could make any kind of terrain.(without the headache of affixing everything to hexes.)I


plan on making the rule set into a nice looking pdf as soon as I can. I would appreciate any feedback regarding this play style and what you think about it. Keep in mind, I will still have all my terrain and play heroscape the normal way when I have the hankerin, when I'm testing units for fan projects and when I go to tournament settings. This is an alternative way that is very simple in how it works. Comments that regard this being not heroscape because it isn't on Hexes or I hate this cause its different is not the feedback that will help. I hope this blows you guys minds like it did mine when I thought it up. It may have been done before.

I realize this seems like it could be more work measuring out your movements. But in reality you are only attacking with usually a handful of figures each turn.

Last edited by TREX; August 23rd, 2018 at 06:39 PM.
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  #2  
Old May 9th, 2017, 12:46 PM
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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.

Hand of fate is moving and the finger points to you
...Iron Maiden - The Wicker Man

TUTORIAL FOR RE-BASING FIGURES


3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon
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Old May 9th, 2017, 12:50 PM
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Re: Hexless/gridless Heroscape

Quote:
Originally Posted by Hahma View Post
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.
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Old May 9th, 2017, 01:01 PM
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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.
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Old May 9th, 2017, 01:06 PM
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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.
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Old May 9th, 2017, 01:21 PM
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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
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Old May 9th, 2017, 01:27 PM
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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.
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Old May 9th, 2017, 03:32 PM
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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.
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Old May 9th, 2017, 03:55 PM
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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.
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Old May 9th, 2017, 04:13 PM
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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.
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Old May 9th, 2017, 04:21 PM
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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.
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Old May 9th, 2017, 04:22 PM
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Re: Hexless/gridless Heroscape

Quote:
Originally Posted by TREX View Post
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.


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