Hex Size: 6 miles
side to side.
Travel Speed is based on movement. The party travels at the
speed of the slowest party member. The distance the party can travel during one
watch is 1/3 of their movement score.
Watches
One watch is a four hour period of time. There are six
watches in a day. Players need two watches to rest. If next to each other it is
a full rest. Players need one watch period to set up camp. This effectively
means that players can move [move] hours per day, unless they decide to explore
or forage, which also takes up one watch. Preparing food for your ‘lunch’
occurs when you set up camp. There are a series of actions you can choose to do
during each watch:
Travel when you
choose to travel, you move at 1/3 of the slowest party member’s move. If your
total travel distance exceeds the slowest party member’s movement, you gain 1
exhaustion.
Rest Resting
restores 1d6 +Level HP and one Exhaustion. If you take two rests in a row,
instead all hit points and exhaustion are automatically removed. You need a
total of two rests a turn to stay well rested, for each rest you miss in a day,
you gain one exhaustion.
Set up Camp This
is when you set up everything to sleep, or create a base camp to explore the
surrounding area, perhaps over the next few days, just don’t get lost.
Forage Foraging
takes up 1 watch, and scores you a neat 1d4 rations. You can also make a
hunting skill check to turn this it into a d6.
Explore Exploring
makes it easier to encounter cool things in the hex you are in, Since you are
spreading about rather than making progress walking around, it only makes
logical sense that this be a separate watch action rather than a half speed
feature or whatever.
Exploration Rules
Each hex has a d12 encounter table (maybe this is too much?),
the first six things are the interesting and cool hard to find stuff, so a town
isn’t going to be on this list, but the secret shrine to the blasphemous blood
god in the surrounding woodlands would be. When you choose to explore rather
than just wander through the hex, remove the last six entries from this
encounter table. This means that you are guaranteed to encounter at least one
interesting thing.
Hex Maps
The world map is divided into regions, each of these regions
will have a hex map made up for it. These hexes will be labeled from left to
right with lines like A1, A4, B1, etc. and will have an encounter table and
possibly location keyed up to it.
Numbered like this, but the rest is not what I'm thinking at all. |
Exhaustion
Exhaustion basically takes up an inventory slot, and will
eventually overencumber you. Overencumbrance reduces your movement speed and
will therefore make you move slower, it’s a self-destructive cycle if you for
whatever reason decide rest takes up too much danged time.
And there we have it, my completely un-polished, un-refined,
un-playtested ruleset for hex traveling. I would start testing it out, but it’s
not relevant to my current campaign, at least not yet. I’m just writing this
down as a primer for when I get more involved in my new setting (I think it’s
going to be called Mahkah right now). If anyone has any feedback let me know in
the comments or however else you think is comvenient.
No comments:
Post a Comment