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<blockquote data-quote="Brotton Goodfellow" data-source="post: 6843207" data-attributes="member: 6812740"><p>I've never played or Dm'd a hexcrawl before, but this thread really got me thinking about how it might work. I was bored at work and started jotting down these notes:</p><p></p><p>Overland Journeys and Exploration</p><p>- Provide hex map with only major settlements or known points of interest</p><p> - PC's choose the route, and DM compares route to a master map that has all the dungeons, ruins, and monster lairs on it</p><p> - If PC's come into hex with a location in it, skill check may be required to find it (Depends on terrain and visibility)</p><p>- Roll for random weather (harsh weather calls for survival checks: Do PC's get lost?)</p><p>- Roll for random terrain obstacles (cliffs, raging rivers, gulleys, etc) depending on terrain (or once every 2-4 hexes?)</p><p> - 15+ on a D20 and roll on a % table for specific terrain obstacle</p><p> - quick skill challenges, with either minor setbacks or dangerous consequence (takes more time to cross the river vs being washed away by the river and smashing into a log jam</p><p> - If DC 10: 1-5 dangerous consequence, 6-9 minor setback</p><p> - Award XP for overcoming the obstacles</p><p>- Exploring a hex requires a group skill check (Nature, Arcana, Perception, Investigation) depending on terrain and visibility</p><p> - If in open grasslands, and heading toward ruins, PC's will eventually find it, so no need for skill checks</p><p> ***Is there another way to make finding locations more fun/organic?***</p><p> - Can see things off in the distance in other directions if close enough</p><p>- Roll for random encounters if 15+ on D20, once every short rest, and twice every long rest (Or per X number of hexes?)</p><p> - Depending on how close to lair/dungeon/ruin, increases/decreases likelihood of encounter </p><p></p><p>Resting & Rations</p><p>- Short rests: 1 hr. In inclement weather (i.e. hailstorms, torrential rain, extreme temperatures), PC's need to pass a constitution check to gain the benefit</p><p>- Long rest: 8 hrs. If caught in nasty weather, a survival check is needed for making/seeking out shelter. If none is available, PC's need to pass a constitution check or gain a level of exhaustion</p><p>- PC's need to buy/gather enough food and water to make the journey there and back</p><p></p><p>That's all I got so far, and a lot of these will probably change or be completely trashed. Any thoughts or criticisms are welcome.</p></blockquote><p></p>
[QUOTE="Brotton Goodfellow, post: 6843207, member: 6812740"] I've never played or Dm'd a hexcrawl before, but this thread really got me thinking about how it might work. I was bored at work and started jotting down these notes: Overland Journeys and Exploration - Provide hex map with only major settlements or known points of interest - PC's choose the route, and DM compares route to a master map that has all the dungeons, ruins, and monster lairs on it - If PC's come into hex with a location in it, skill check may be required to find it (Depends on terrain and visibility) - Roll for random weather (harsh weather calls for survival checks: Do PC's get lost?) - Roll for random terrain obstacles (cliffs, raging rivers, gulleys, etc) depending on terrain (or once every 2-4 hexes?) - 15+ on a D20 and roll on a % table for specific terrain obstacle - quick skill challenges, with either minor setbacks or dangerous consequence (takes more time to cross the river vs being washed away by the river and smashing into a log jam - If DC 10: 1-5 dangerous consequence, 6-9 minor setback - Award XP for overcoming the obstacles - Exploring a hex requires a group skill check (Nature, Arcana, Perception, Investigation) depending on terrain and visibility - If in open grasslands, and heading toward ruins, PC's will eventually find it, so no need for skill checks ***Is there another way to make finding locations more fun/organic?*** - Can see things off in the distance in other directions if close enough - Roll for random encounters if 15+ on D20, once every short rest, and twice every long rest (Or per X number of hexes?) - Depending on how close to lair/dungeon/ruin, increases/decreases likelihood of encounter Resting & Rations - Short rests: 1 hr. In inclement weather (i.e. hailstorms, torrential rain, extreme temperatures), PC's need to pass a constitution check to gain the benefit - Long rest: 8 hrs. If caught in nasty weather, a survival check is needed for making/seeking out shelter. If none is available, PC's need to pass a constitution check or gain a level of exhaustion - PC's need to buy/gather enough food and water to make the journey there and back That's all I got so far, and a lot of these will probably change or be completely trashed. Any thoughts or criticisms are welcome. [/QUOTE]
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