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六角格Hex Grid像移動這類的戰鬥行動當然用格子來處理是最好的,但格子可不一定要是一堆方格。此變體規則用六邊形取代了方形的格子(六角格的紙張與地圖布可以在許多休閒商店中買到)。Tactical affairs such as movement are best handled on a grid, but the grid need not be a bunch of squares. This variant replaces the squares with hexagons. (Hex grid paper and mats are available at many hobby stores.)此變體的主要優勢,在於它不再需要使用對角線移動中「每兩個斜角格算做三格」的規則,因為它不再需要對角線移動了。角色只要簡單地從一個六角格移動到一個相鄰的六角格,隨心所欲地改變方向。要決定兩個六角格間的距離,只要計算最短路徑的六角格數量就好了(不過在大多數的狀況下,會有很多條同樣最短的路徑存在)。The primary advantage of this variant is that it eliminates the 「every other square counts double」 rule for diagonal movement, because it eliminates diagonal movement. Characters simply move from hex to adjacent hex, changing direction as they like. To determine the distance between two hexagons, just count hexes by the shorter path (in most cases, there will be a number of equally short paths).使用以六角作為基底的格子對遊戲本身沒什麼差別,但可能會讓GM在安排地圖時發生困難。大多數的建築與地下城都充斥著90度跟45度角的轉角,因此如果把六角格疊加在這樣的地圖上會讓GM得到一大堆塞不下中型生物的部分六角格。建議只有在你可以接受去隨時調整這些部分方格時才使用此規則。Using a hex-based grid changes relatively little about the game, but poses a mapping dilemma for the GM. Most buildings and dungeons are based on 90-degree and 45-degree corners, so superimposing a hex-based grid on a structure leaves the GM with many partial hexagons, not all of which are big enough for a Medium creature. Use this variant only if you're comfortable adjucating these partial spaces on the fly.生物可能會在格子上占據一或更多個六角格,具體取決於他們的體型,如下附圖所示。Depending on their size, creatures take up one or more hexagons on the grid, as shown in the accompanying diagram.法術範圍也被調整為能夠適應六角格的形狀;請參考以下附圖。Spell areas change to accomodate the hex grid; refer to the diagram below.六角格與面向Hexes And Facing六角格變體規則與面向規則並用時能起到很好的效果,使得你的d20遊戲更有戰術突擊風格的戰爭遊戲感。如果這種風格適合你的玩者群,那麼就用以下的圖解來決定來自於面相規則的前、後、側面與背後的四個區域。The hex-grid variant works well in conjunction with the facing variant, giving your d20 game more of the feel of a tactical skirmish wargame. If this suits your gaming group, use the diagram below to determine front, flank, and rear areas according to the facing rules.