Difference between revisions of "Combat Hex"

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'''Combat Hexes''' are used when calculating movement during [[Combat|combat]].  Each hex has a diameter of 5 ft., which is "held" by combatants against opponents.  With the exception of some rules related to [[Charging|charging]], [[Grappling (hand-to-hand)|grappling]] and [[Overbearing|overbearing]], enemy combatants cannot enter a defender's hex unless that defender is reduced to [[Negative Hit Points|unconsciousness]], [[Death|killed]] or [[Stun Lock|forced back]].
 
'''Combat Hexes''' are used when calculating movement during [[Combat|combat]].  Each hex has a diameter of 5 ft., which is "held" by combatants against opponents.  With the exception of some rules related to [[Charging|charging]], [[Grappling (hand-to-hand)|grappling]] and [[Overbearing|overbearing]], enemy combatants cannot enter a defender's hex unless that defender is reduced to [[Negative Hit Points|unconsciousness]], [[Death|killed]] or [[Stun Lock|forced back]].

Latest revision as of 13:50, 23 August 2022

Combat Hex.jpg

Combat Hexes are used when calculating movement during combat. Each hex has a diameter of 5 ft., which is "held" by combatants against opponents. With the exception of some rules related to charging, grappling and overbearing, enemy combatants cannot enter a defender's hex unless that defender is reduced to unconsciousness, killed or forced back.

All hexes immediately adjacent to a combatant's hex are subject to attack with most hand-held weapons. Pole-arms are able to attack two combat hexes away. Rules regarding the effect that a combatant has upon adjacent hexes is described under melee. For rules related to the number of combatants in a hex, see multiple defenders in one hex and puissance. For the number of hexes a combatant requires due to its size, see size of creatures. The effort to cross a combat hex during melee at a wary stride costs 1 action point.


See Also,
Movement in Combat
Ship Hexes