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01-24-2013, 07:28 AM | #1 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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[DF] Hex crawling
Since DF handles travel in the abstract, there is a need to have rules for hex crawling. I'm starting this thread to try to fix that. Following are some notes, mostly thinking out loud; feel free to comment, add, fix, and so on.
Assume base speed is Move/2 hexes/day. Roll weather and apply to total moved. If no encounters happen, all weather does is reduce move. If. See p. B351 for effects. Find a good weather generator. Assume the following ratings for each hex by terrain: Average ×1.00: Plains, Desert, Light Forest Bad ×0.50: Forest, Hills, Marshy Plains, High Dunes, Mountain Pass Very Bad ×0.20: Mountains, Heavy Forest, Swamp, Forested Hills, Rocky Desert Each successful roll against Hiking/Riding/Skiing adds 20% to Move, not 10%. Likewise, the costs of failure and critical failure are doubled too. If many failures or critical failures bring effective Move to 0, the group goes nowhere. A critical success gives the same boost as a normal success, but if the group has any encounters during the day, it's fatigue penalty is lessened by 1. Weather Sense lets the group move through inclement weather. If there's rain, snow, or ice, a successful roll gives a 20% boost to speed that day, or a 40% boost on a critical success. Failure lowers the rate by 20%, critical failure 40%. A success on a hot day takes away the extra fatigue penalty during an encounter, a failure adds 1 to it. Weather will affect the situation during any encounters. A critical success will give a +1 bonus to any Survival or HT rolls to deal with bad weather, like heat or cold, while a failure gives a -1 penalty, critical failure -2. Don't round fractions for hexes moved. Forage using the rules in p. B427, not the ones in Dungeons. Roll for encounters for each hex in a day. If an encounter is supposed to happen for a day on a 6 or less, it happens on a 5 or less for each hex; for a 9 or less for the day, 6 or less for each hex. Use the full chance for night encounters. Roll Navigation only when crossing into the next hex; don't roll when on a road. Having a map gives a bonus to this roll; terrain might also affect this. Plains, Hills, Light Forest, Marshy Plains, Rocky Desert, Mountain Pass give a bonus; Forest, Swamp, Forested Hills, High Dunes, Desert are next best, maybe no penalty or bonus; Heavy Forest, Swamp and Desert give a penalty. On a failure, the group winds up in one of the hexes next to the intended one, roll randomly left or right. On a critical failure, it winds up in one of the other three hexes, roll randomly. Give another Navigation roll each day to see if the group figures it out. Make this roll in secret. Sometimes this is obvious, like when the terrain or sights are not what are in the intended hex. When reaching a keyed destination, roll Observation to see if the group finds it if it is not obvious. Modify this roll if it is hidden, out of the way or in a place that doesn't lend itself well for finding things (like Heavy Forest). If the group knows it is there, roll Search instead. Give a bonus to Search if the group has a map or good directions. On a failed roll, the group finds it, but it is better guarded since the extra time made their approach obvious. On a critical failure, the group doesn't find it. It can try again and again, but each critical failure makes the destination nastier and deadlier for when the group does find it! Try increasing N to do this. Last edited by Rasputin; 01-24-2013 at 04:58 PM. |
01-24-2013, 08:00 AM | #2 |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: [DF] Hex crawling
What the size of a hex in miles?
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
01-24-2013, 08:20 AM | #3 |
Join Date: Nov 2007
Location: The City of Subdued Excitement
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Re: [DF] Hex crawling
And, whatever the size of hexes is, why use them at all? Why not just use miles?
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01-24-2013, 08:38 AM | #4 | |
Join Date: Sep 2008
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Re: [DF] Hex crawling
Quote:
Those aren't insurmountable, but hexes are a good solution, much like bitmaps.
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Converting the Temple of Elemental Evil to GURPS Dungeon Fantasy ------ Jorrik Harrisson The Wiz |
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01-24-2013, 09:55 AM | #5 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: [DF] Hex crawling
Five-mile hexes. The travel times should work for just four or six miles. I was working from the idea that the group could cover 15 miles if it were unencumbered and all human, since typical DF templates have Move 6. Since it really would be encumbered, I figured random encounter frequency to moving through two hexes.
The speed is that of the lowest member. Yes, this would mean only he would need to make his Hiking roll, and that might push him above another party member, who would be the slowest until his Hiking roll, and so on. Things in hexcrawls are keyed to individual hexes. That's why I wrote that bit about Observation and Search for things already keyed to the hex. You wouldn't start looking for them one hex over unless you were lost or had a bad map or something. |
01-24-2013, 10:25 AM | #6 |
Join Date: Jul 2006
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Re: [DF] Hex crawling
If anybody wants to know what a hexcrawl setting looks like you can download my Blackmarsh for free from
http://www.batintheattic.com/downloa...kmarsh_srd.zip or from RPGNow (PDF also free and with art!) at http://www.rpgnow.com/product/89944/Blackmarsh @Rasputin When you finalize your rules, I will be glad to include them in the zip file as an addenum for GURPS. |
Tags |
dungeon fantasy, gurps, hex crawling, travel |
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