Map Scale

**Option 1:**

* In Map Settings, Set Unit Multi to 5. This will get the rulers to work right.
* In Build Settings (in the Building Menu, in Build Mode), set "Uniform Scale" to '0.6561679790026247' - That's the decimal version of 1/1.524 (it's telling your Building Menu that 1 standard sized square is 5 feet instead of 1m) This should ensure that characters and (standard sized) prefabs will be imported at the right size (The custom character is 1.75m tall, which is 5'9". If you import them at a scale of 1 with D&D map settings, you will have 8"9' looking humans. Which is probably not what you want).

**Option 2:**

* In Map Settings, Set Unit Multi to 5. This will get the rulers to work right.
* Still in Map Settings, set Grid Size to 1.524. Leave your Build Scale Setting alone.

Either option should make it so your characters come in at the right size and things scaled to be dropped in and used immediately \*should\* work.

The difference comes in when you're making new maps. Option 1 means your total map size is measured in 'squares', and option 2 means your total map size dimensions are in meters. Option 1 should run better on lower end hardware. Option 2 means you need to remember to take the number of squares you need, multiply those numbers by 1.524, and then round up - or your map will come out too small for you to put down your terrain.

(2022-08-20) Until the prefab scaling bug is fixed - I would recommend Option 2. But if you use option 1, remember to turn on multiplace, Only the first prefab you place goes down at the wrong scale with the bug, the subsequent multi-place ones come out the right size.

### **Overworld Hex Map**

* Grid Size, is largely up to you in an overworld map. But if you change the grid size, you will probably also want to change your "Build Mode Uniform Scale" for Overworld Prefabs you get in the Steam Workshop, or scale them yourself to taste. So you may still want to leave it set to 1.

In D&D, 'Normal' travel speed for unencumbered humans is 3 miles an hour for 8 hours a day (24 miles). In 5e, there is not much variation based on different creature speeds - but In Pathfinder and 3.5, the 3 miles is only for creatures with a 30ft tactical move speed. Thus you have a few good options for your grid size.

* **For D&D 5e,** if you like that flat 3mph - In Map Settings, Set **Unit Multi to 3**, Change the cell type to hex. This will get the rulers to work right. You may also want to turn off Round Rulers. This way highway travel will be a nice round ***1 hex = 3 miles = 1 hour of travel***.

If you don't run that by the basic 5e rule and instead want to vary it by creature speeds, feel free to use the Pathfinder / D&D 3.5 variant below.

* **For D&D 3.0, 3.5, and Pathfinder overland travel:** In Map Settings, Set **Unit Multi to 4**, Change the cell type to hex. This will get the rulers to work right. You definitely want to turn off Round Rulers for D&D 3.0 / D&D 3.5 / Pathfinder. ***Why?*** 1 hex being 4 miles means a creature with a 30ft move speed in combat, moves 6 spaces in 8h, just like they can move 6 spaces in a combat turn, and a creature with a 20ft move speed in combat, moves up to 4 spaces in 8h, etc. There's no 1 size fits all option for hour by hour movement, but this choice gives you a clean number of spaces for every move speed in a normal day of travel. You could also use 2 mile hexes or 1 mile hexes if you want to go up close, and that will also give you an even number of spaces in 8h, but more zoomed in on the world. a 2 mile grid yields a clean number of spaces for every 4 hours, and a 1 mile grid gives a clean number of spaces every 2 hours. If you ***\*REALLY\**** want an even number of spaces every hour, you can use a grid multiplier of 0.5 - but then either you won't be able to do larger distances easily, or you will want to have very tiny spaces.

### **City Scale**

**D&D 5e:** If you can move unhindered through the city (straight line, no traffic congestion to slow you down) - you can move at 0.25 miles per 5 minutes (0.05mph) (regardless of your base move speed). Thus, a **Unit Multi of 0.25** makes sense from a gameplay perspective.

**D&D 3.0; D&D 3.5; Pathfinder:** Ignoring any traffic which would slow you down, you can move at a speed of 0.05miles per 5ft of move speed, every 6 minutes. A **Unit Multi of 0.05** means you move 1 space for every 5 feet of movement speed, like in combat, albeit every 6 minutes (as opposed to combat's 6 seconds. This will probably be the most intuitive scale for players to estimate travel times. And you could then double the travel times if it's rush hour, or quadruple them if there's a parade blocking the way.

## GURPS

### **Combat Maps**

**Quick and Dirty:** In Map Settings, Change the cell type to hex, and call it done. 1 yard (The basic GURPS Scale) is 0.9144 m. Treat your spaces as yards, and leave your prop and building scales alone.

**Picky:** Set the scale in the props menu at 0.9144x scale when you are importing characters or furniture. Leave it at 1.0x scale for building prefabs.