六角格 Hex Grid

像移动这类的战斗行动当然用格子来处理是最好的,但格子可不一定要是一堆方格。此变体规则用六边形取代了方形的格子(六角格的纸张与地图布可以在许多休闲商店中买到)。
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.)

此变体的主要优势,在于它不再需要使用对角线移动中「每两个斜角格算做三格」的规则,因为它不再需要对角线移动了。角色只要简单地从一个六角格移动到一个相邻的六角格,随心所欲地改变方向。要决定两个六角格间的距离,只要计算最短路径的六角格数量就好了(不过在大多数的状况下,会有很多条同样最短的路径存在)。
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).

使用以六角作为基底的格子对游戏本身没什么差别,但可能会让GM在安排地图时发生困难。大多数的建筑与地下城都充斥着90度跟45度角的转角,因此如果把六角格叠加在这样的地图上会让GM得到一大堆塞不下中型生物的部分六角格。建议只有在你可以接受去随时调整这些部分方格时才使用此规则。
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.

生物可能会在格子上占据一或更多个六角格,具体取决于他们的体型,如下附图所示。
Depending on their size, creatures take up one or more hexagons on the grid, as shown in the accompanying diagram.

说明: C:\Users\Administrator\Desktop\未完成版\破译奥秘(UA)\hexBasedCreatureSize.png

法术范围也被调整为能够适应六角格的形状;请参考以下附图。
Spell areas change to accomodate the hex grid; refer to the diagram below. 

说明: C:\Users\Administrator\Desktop\未完成版\破译奥秘(UA)\hexBasedSpellAreas.png

六角格与面向
Hexes And Facing


六角格变体规则与面向规则并用时能起到很好的效果,使得你的d20游戏更有战术突击风格的战争游戏感。如果这种风格适合你的玩者群,那么就用以下的图解来决定来自于面相规则的前、后、侧面与背后的四个区域。
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.

说明: C:\Users\Administrator\Desktop\未完成版\破译奥秘(UA)\hexesAndFacing.png