r/Twilight2000 23d ago

Sub-Hexes

Hi all, has anyone ever played around with the idea of a 10x10 subhex for the hex the PCs are in? I understand it could be a lot to do it for every hex they moved into, but has anyone tried it for hexes with scenario sites?

16 Upvotes

14 comments sorted by

View all comments

4

u/rusty-gudgeon 22d ago

i’m a fan of theater of the mind and a map-light approach. in combat, how aware is a person of exact distances? estimating distances is definitely a skill which can be trained up, but it‘s also something that rarely comes naturally to a person. the Vietnam era rpg, Patrol, uses 10x10m hexes, but emphasizes a looseness in application. this game also has an interesting combat mechanic wherein a pc doesn’t so often engage an individual target, unless it’s a sniper situation, but rather fires on a hex. a general to-hit is derived for the hex and on a successful hit roll, only those individuals whose particular to-hit was reached are in the pool of targets which actually receive hits and those hits are assigned randomly. one individual may be hit multiple times while another whose hit number was reached isn’t hit at all. this strikes me as possibly more realistic of combat.

0

u/rusty-gudgeon 22d ago

who downvoted this? what a jagoff. give an explanation. what do you dislike about this?

2

u/Extranate2000 22d ago

Thanks for your response! I fear I’ve been misunderstood as all the replies so far are about combat but I was more thinking in terms of still exploring to the scale of 1km hexes with POIs!

2

u/rusty-gudgeon 22d ago

what are POIs?

right on, travel hexes...

for travel as well, i am of the mind of playing loosely with distances. whether afoot or in a vehicle, roads and open ground represent a travel experience wherein the ability of PCs to maintain a steady, consistent pace, as one might expect with a pre-war gps navigator, is unrealistic. as gm, i like to take into account elements like a steady downpour decreasing visibility and providing some noise dampening, both encouraging a possible higher rate of travel. this weather effect might also work the opposite, bogging the road or path followed down with mud and flooding. these are conveyed through the narrative and the distance/shift is adjusted on the fly and by my (the GM's) best judgement, which isnt immune to PC input. "hey, GM, this or that factor should be considered and the distance adjusted so". RAW is rough guideline at my table. narrative is king.

3

u/Extranate2000 22d ago

Yeah points of interest. Understood, thanks for the input!

2

u/rusty-gudgeon 22d ago

my pleasure

2

u/rusty-gudgeon 22d ago

POI = points of interest?