Every Dungeons & Dragons player dreads the moment the DM says “Roll initiative” and the battle map comes out. Who would’ve thought that a simple piece of paper with a grid can instill so much fear in the heart of brave adventurers? These maps can truly be beautiful works of art with added landscape and so many details, but (correct me if I’m wrong) they are usually scribbled down hastily on a piece of paper or even the dry-erase board. So, even though the execution can vary, there is one thing that most battle maps have in common, and that is the grid.
D&D battle grids are essential for combat since they show the players where they and their enemies are and how fast they can move through the battlefield. The typical battle map has a square grid, but some players do prefer a hexagon pattern. They both have their pros and cons, but which one is truly superior? Today we’ll put them head to head and decide which one comes out on top. So, this is a square vs hex showdown!
Square Grid for the Win
In one corner stands the reigning champion – the classic, a staple of D&D for a reason – the square grid.
Pros:
- Since a lot of buildings and rooms inside them typically have a rectangular or square base, this grid makes drawing them a whole lot easier for you
- Also, the movement, although a bit robotic looking, is very simple – you can move in only four directions
- Although this might be a bit reductive, I still have to mention it – it’s the standard for most campaigns so most players will be familiar with it. This will make their and the DM’s lives way easier
Cons:
- The diagonal movement can seem clunky and complicated. The standard rule is that the first diagonal square you pass will count as 5 feet, and every other 10 feet.
- It can be hard to figure out spell effects like cones when using squares since hexes are easier to approximate a circle or a cone with

Hex Grid – Will the Underdog Prevail?
In the other corner, we have the challenger – the aesthetically pleasing, newer addition to the game – the hexagonal (or hex) grid. If you find the square grid a bit bland or restrictive, then you have this option to switch things up a bit. Let’s go through the pros and cons of this one and you can decide if it’s the right fit for you.
Pros:
- The movement of characters seems more natural and organic since you can move in more directions
- The distance you walk is the same on all six sides of the hexagon you’re standing on, so you don’t lose movement by going diagonally like with the square grid
- Your party can create more dynamic formations during combat
Cons:
- A hex grid can make taking cover, flanking your enemies, and drawings the buildings surrounding your character very complicated
- If you’re drawing it on the spot, it takes way more time
Conclusion
To round this off, I will have to call a tie. I know that this is a bit of a copout, but I don’t believe that one of these grids is much better than the other since they both have their advantages and disadvantages – it just depends on which one you like more. I prefer the square one since I’m used to it and it’s quick to draw, but that’s just me.
If you like them equally, you can have the best of both worlds, since many players and DMs like to use both – square grids for man-made structures like buildings, rooms, and corridors, and hex ones for natural locations like caverns, forests, and mountains or even for planning out travel.
If you can’t decide, there is always the option to go gridless, but that might bring on even more confusion. In the end, that’s for you to decide!