Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="clearstream" data-source="post: 8643972" data-attributes="member: 71699"><p>As a reminder, the sequences</p><p>[SPOILER="Expert Hexcrawl"]</p><p><strong>Order of Events in One Game Day</strong></p><p><strong></strong></p><p><strong>1.</strong> The party decides their direction of travel. <em>Miles/day is based on character moves per turn, modified for terrain type. Forced marches increase distance covered at cost of a forced rest the following day.</em></p><p></p><p><strong>2. </strong>The DM checks to see if the party becomes lost (1d6, <strong>see p.X56</strong>). <em>There are five terrrain types. Chance is fixed per type, e.g. 1-2 for Woods. Direction is rolled randomly. Don't roll if following road, trail, river, or reliable guide.</em></p><p></p><p><strong>3.</strong> The DM rolls for wandering monsters (1d6, see <strong>p. X55</strong>). <em>Encounter on a 1. Three tables dividing monsters by level-appropriateness. 20 monsters per table. Isle of Dread supplements those with three more, longer tables. (About a dozen new creatures.)</em></p><p></p><p><strong>4.</strong> If monsters are not encountered, the day ends. If monsters are encountered, the DM must determine the type of monsters and for the Number Appearing. <em>Some hexes have fixed encounters.</em></p><p></p><p><strong>5. </strong>The DM rolls to check the distance between the monsters and the party (4d6).</p><p></p><p><strong>6.</strong> The DM rolls to check <strong>surprise </strong>(1d6). <em>It is possible to evade the encounter at this point. 10-90% chance based on party size cross-referenced with number of creatures. It is easiest for small parties to evade large numbers of creatures. DM judgement call to adjust for circumstances by a recommended up to 25%.</em></p><p></p><p><strong>7.</strong> The DM and the party roll for <strong>initiative </strong>(1d6).</p><p></p><p><strong>8.</strong> The DM rolls for Monster Reaction (2d6, see <strong>Monster Reactions</strong>). <em>Rolled only if DM hasn't planned reactions inadvance. Five possible reactions, from attack to friendship.</em></p><p></p><p><strong>9.</strong> The party and the monsters react. (If <strong>Combat </strong>occurs, see <strong>p.X23</strong>).</p><p></p><p><strong>10.</strong> End of turn. When necessary, the DM should check the character's remaining hit points, changes in the party's marching order, and the duration of any spells in progress</p><p>[/SPOILER]</p><p>[SPOILER="5th Edition Hexcrawl"]</p><p><strong>For each day that the party travels through the wilderness, follow these steps:</strong></p><p></p><p>- Using the poster map, identify the hex in which the party is currently located. Don't share this information with the players if the party is lost; otherwise, show the players the party's location by pointing to the appropriate hex on their map of Chult.</p><p></p><p>- Let the players determine what direction the party wants to go, and whether the party plans to move at a normal pace, a fast pace, or a slow pace (see "<strong>Travel Distances</strong>" below). <em>Players choose a pace that is adjusted for terrain type and converted to hexes. Mounts and vehicles adjust distance covered. Forced marches increase distance covered at the possible cost of exhaustion.</em></p><p></p><p>- Let the players choose a navigator, then make a Wisdom (Survival) check on the navigator's behalf to determine if the party becomes lost (see "<strong>Navigation</strong>" below). <em>Becoming lost is an ability check against terrain difficulty, with a modifier for pace. Navigating is one of several defined activities travellers can turn their attention to. If lost, direction is rolled randomly.</em></p><p></p><p>- Check for random encounters throughout the day (see <strong>appendix B</strong>). <em>Threats may be noticed depending on pace. Weather modifies visibility. Creature reactions are based on starting attitudes and character abilities. Encounter distances are given on the DM's screen, which I take to acknowledge a miss in core.</em></p><p></p><p>- At the end of the day, check to see if any party members are dehydrated (see "<strong>Dehydration</strong>" below). <em>Food and water require management (water in jungle is poisonous). That can be obviated by Ranger class or Outlander background. Dehydration is modified by pace and armor, and causes exhaustion. Exhaustion formalises penalties that are suggested in freeform in Expert.</em></p><p>[/SPOILER]</p><p></p><p>To [USER=70468]@kenada[/USER]'s question, between module and core, the two editions have near identical procedure tying it all together. 5e formalises some resource management that is implied in Expert. In both editions, a weakness (as pointed out by others) is how readily resource management is obviated by player choices for their characters.</p><p></p><p>There are a number of other mechanics in the game texts, such as Weather, that come into exploration should a group be focusing on it. And there is the evocative detail in both, that I will also compare (to validate or invalidate my claim that "X1 adds a hex map replete with evocative detail, yet ToA is even more replete.")</p><p></p><p>Weather</p><p>[SPOILER="Expert Weather"]For hexploration, weather in Expert is outlined narratively at the level of climate. For example</p><p></p><p>"The general weather patterns of this part of the continent move from west to east. Hence, much rain falls on the western edge of the Altan Tepe mountains, while little or none falls on the Alasiyan desert. The warm offshore currents near Thyatis and Minrothad modify the weather somewhat in the south, making the climate there similar to the Mediterranean."</p><p></p><p>It's worth noting that weather at sea is mechanically detailed. With 2d6 rolls for wind, chances of ship loss, and modifiers to movement.[/SPOILER]</p><p>[SPOILER="5th edition Weather"]For hexploration, weather in 5th edition is mechanically detailed, with tables for temperature (offset from norms), wind and precipitation, and mechanical consequences for extremes of each.</p><p></p><p>ToA provides norms for Chult and adds more extreme precipitation with mechanical consequences on travel. The exhaustion rules are again employed as a cost of travel in such extreme weather.</p><p></p><p>Again, there are additional rules for weather at sea.[/SPOILER]</p><p></p><p>Overall, weather receives more detail in 5th edition than in Expert.</p><p></p><p>Next post I will dig into Mapping, Tracking and Foraging. Hopefully round out the picture with a short comparison of module content. And try to summarise where I feel 5th landed relative to Expert.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8643972, member: 71699"] As a reminder, the sequences [SPOILER="Expert Hexcrawl"] [B]Order of Events in One Game Day 1.[/B] The party decides their direction of travel. [I]Miles/day is based on character moves per turn, modified for terrain type. Forced marches increase distance covered at cost of a forced rest the following day.[/I] [B]2. [/B]The DM checks to see if the party becomes lost (1d6, [B]see p.X56[/B]). [I]There are five terrrain types. Chance is fixed per type, e.g. 1-2 for Woods. Direction is rolled randomly. Don't roll if following road, trail, river, or reliable guide.[/I] [B]3.[/B] The DM rolls for wandering monsters (1d6, see [B]p. X55[/B]). [I]Encounter on a 1. Three tables dividing monsters by level-appropriateness. 20 monsters per table. Isle of Dread supplements those with three more, longer tables. (About a dozen new creatures.)[/I] [B]4.[/B] If monsters are not encountered, the day ends. If monsters are encountered, the DM must determine the type of monsters and for the Number Appearing. [I]Some hexes have fixed encounters.[/I] [B]5. [/B]The DM rolls to check the distance between the monsters and the party (4d6). [B]6.[/B] The DM rolls to check [B]surprise [/B](1d6). [I]It is possible to evade the encounter at this point. 10-90% chance based on party size cross-referenced with number of creatures. It is easiest for small parties to evade large numbers of creatures. DM judgement call to adjust for circumstances by a recommended up to 25%.[/I] [B]7.[/B] The DM and the party roll for [B]initiative [/B](1d6). [B]8.[/B] The DM rolls for Monster Reaction (2d6, see [B]Monster Reactions[/B]). [I]Rolled only if DM hasn't planned reactions inadvance. Five possible reactions, from attack to friendship.[/I] [B]9.[/B] The party and the monsters react. (If [B]Combat [/B]occurs, see [B]p.X23[/B]). [B]10.[/B] End of turn. When necessary, the DM should check the character's remaining hit points, changes in the party's marching order, and the duration of any spells in progress [/SPOILER] [SPOILER="5th Edition Hexcrawl"] [B]For each day that the party travels through the wilderness, follow these steps:[/B] - Using the poster map, identify the hex in which the party is currently located. Don't share this information with the players if the party is lost; otherwise, show the players the party's location by pointing to the appropriate hex on their map of Chult. - Let the players determine what direction the party wants to go, and whether the party plans to move at a normal pace, a fast pace, or a slow pace (see "[B]Travel Distances[/B]" below). [I]Players choose a pace that is adjusted for terrain type and converted to hexes. Mounts and vehicles adjust distance covered. Forced marches increase distance covered at the possible cost of exhaustion.[/I] - Let the players choose a navigator, then make a Wisdom (Survival) check on the navigator's behalf to determine if the party becomes lost (see "[B]Navigation[/B]" below). [I]Becoming lost is an ability check against terrain difficulty, with a modifier for pace. Navigating is one of several defined activities travellers can turn their attention to. If lost, direction is rolled randomly.[/I] - Check for random encounters throughout the day (see [B]appendix B[/B]). [I]Threats may be noticed depending on pace. Weather modifies visibility. Creature reactions are based on starting attitudes and character abilities. Encounter distances are given on the DM's screen, which I take to acknowledge a miss in core.[/I] - At the end of the day, check to see if any party members are dehydrated (see "[B]Dehydration[/B]" below). [I]Food and water require management (water in jungle is poisonous). That can be obviated by Ranger class or Outlander background. Dehydration is modified by pace and armor, and causes exhaustion. Exhaustion formalises penalties that are suggested in freeform in Expert.[/I] [/SPOILER] To [USER=70468]@kenada[/USER]'s question, between module and core, the two editions have near identical procedure tying it all together. 5e formalises some resource management that is implied in Expert. In both editions, a weakness (as pointed out by others) is how readily resource management is obviated by player choices for their characters. There are a number of other mechanics in the game texts, such as Weather, that come into exploration should a group be focusing on it. And there is the evocative detail in both, that I will also compare (to validate or invalidate my claim that "X1 adds a hex map replete with evocative detail, yet ToA is even more replete.") Weather [SPOILER="Expert Weather"]For hexploration, weather in Expert is outlined narratively at the level of climate. For example "The general weather patterns of this part of the continent move from west to east. Hence, much rain falls on the western edge of the Altan Tepe mountains, while little or none falls on the Alasiyan desert. The warm offshore currents near Thyatis and Minrothad modify the weather somewhat in the south, making the climate there similar to the Mediterranean." It's worth noting that weather at sea is mechanically detailed. With 2d6 rolls for wind, chances of ship loss, and modifiers to movement.[/SPOILER] [SPOILER="5th edition Weather"]For hexploration, weather in 5th edition is mechanically detailed, with tables for temperature (offset from norms), wind and precipitation, and mechanical consequences for extremes of each. ToA provides norms for Chult and adds more extreme precipitation with mechanical consequences on travel. The exhaustion rules are again employed as a cost of travel in such extreme weather. Again, there are additional rules for weather at sea.[/SPOILER] Overall, weather receives more detail in 5th edition than in Expert. Next post I will dig into Mapping, Tracking and Foraging. Hopefully round out the picture with a short comparison of module content. And try to summarise where I feel 5th landed relative to Expert. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
Top