#### Thomas Shey

##### Hero

This is only an artifact if you assume that the map was drawn for a square grid and then converted to hex. If you assume that a map is drawn for a hex grid and overlay a square on top of it, you'll get similar issues. It's only the fact that players are taught to draw maps on a 5' grid that leads to these conversion artifacts.

Uh, no. I've done maps that were done without a grid at all initially and they still had the problem. Its an artifact any time you have two corridors at right angles that have the same measurable length and are of any length at all.

If you draw an arbitrary map without any grid and then overlay a pattern on it, you will generally have less errors with hexes than with squares. The key word here is "arbitrary", in terms of lengths, angles, and rotations. The real world does not actually align itself to 5' increments or right angles.

It not infrequently absolutely does use similar lengths when measured in real measurement, though, and that's where this problem comes in. Its an artifact of the way any right angle set of corridors work with a hex grid. It doesn't matter how you originally positioned it as long as you're using an actual scale at all. You might be able to disguise it a bit if you twist the map so it doesn't line up with the hexes at all, but that's all.