Difference between revisions of "Hex Crawling"
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=== Sleep === | === Sleep === | ||
− | * Sleeping 1 action means an | + | * Sleeping 1 action means an Ob3 Health test or take 1 Superficial wound per margin of failure - these can only be cured by sleeping (roll a Health test vs an Ob of the number of wounds). Light wounds caused by this go away normally and must be treated as normal. |
− | * Sleeping 0 actions makes the | + | * Sleeping 0 actions makes the health test Ob4 |
=== Gather === | === Gather === | ||
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* Ration: Force the party to eat a ration. Failing to do so causes the characters to lose 1 Forte, recovered after a day of rest (one recovered Forte per day, so if the characters lose multiple Forte, it will take multiple days). | * Ration: Force the party to eat a ration. Failing to do so causes the characters to lose 1 Forte, recovered after a day of rest (one recovered Forte per day, so if the characters lose multiple Forte, it will take multiple days). | ||
* Adversity: Force a test to cause the loss of tools, gear, health, actions, or something else important. Generally this is things like needing to negotiate a deadfall, getting hit by an avalanche, unexpectedly getting lost, or other minor-but-important problems. Basically, this is a one roll montage where something minor-but-important is at stake. | * Adversity: Force a test to cause the loss of tools, gear, health, actions, or something else important. Generally this is things like needing to negotiate a deadfall, getting hit by an avalanche, unexpectedly getting lost, or other minor-but-important problems. Basically, this is a one roll montage where something minor-but-important is at stake. | ||
− | * Weather: Makes the weather really bad for a day. This makes the terrain difficult, and can increase the Ob of a Gathering action by 1. This can be opposed by an Ob3 | + | * Weather: Makes the weather really bad for a day. This makes the terrain difficult, and can increase the Ob of a Gathering action by 1. This can be opposed by an Ob3 Almanac test by someone with the Weather Sense trait. |
* Roll 1d6: Ration, Adversity, Weather, Monsters, Magic, Nothing. | * Roll 1d6: Ration, Adversity, Weather, Monsters, Magic, Nothing. | ||
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* Monsters: This allows the GM to pull in one of the encounters for the region. | * Monsters: This allows the GM to pull in one of the encounters for the region. | ||
* Dangle An Adventure: The GM may set a scene which could become a fullblown adventure, either in the future or right now! | * Dangle An Adventure: The GM may set a scene which could become a fullblown adventure, either in the future or right now! | ||
+ | * Lost: The players must make a Navigation/Orienteering or other appropriate roll or else get lost. Maps can grant advantage dice. | ||
+ | |||
+ | ** Civilization - Ob2 | ||
+ | ** Blasted Lands - Ob3 | ||
+ | ** Steppe - Ob2 | ||
+ | ** Woods - Ob4 | ||
+ | ** Marsh - Ob3 | ||
+ | ** Moore - Ob2 | ||
+ | ** Desert - Ob4 | ||
+ | ** Mountains - Ob3 | ||
+ | ** Foothills - Ob1 | ||
+ | ** Glade - Ob2 | ||
+ | |||
+ | If they fail the GM gets to pick the next hexes the players go to, and gets a number of picks equal to the margin of failure. This will likely happen over several days. | ||
=== 3 Moves === | === 3 Moves === | ||
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Determine transportation and terrain | Determine transportation and terrain | ||
Pick which is most difficult | Pick which is most difficult | ||
− | Obfuscation | + | * Obfuscation |
− | Hardship | + | * Hardship |
− | Difficulty | + | * Difficulty |
Obfuscation rolls Navigation/Orienteering/other related skill | Obfuscation rolls Navigation/Orienteering/other related skill | ||
+ | |||
Hardship rolls Soldiering/Logistics/Steel/Health | Hardship rolls Soldiering/Logistics/Steel/Health | ||
+ | |||
Difficulty rolls Speed/Riding/Piloting/Driving/Agility/Stealthy (depending) | Difficulty rolls Speed/Riding/Piloting/Driving/Agility/Stealthy (depending) | ||
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Examples: | Examples: | ||
− | you have stolen oxen from the queen of the Fæ, you now need to get them through the forest, Ob3/6 Driving | + | * you have stolen oxen from the queen of the Fæ, you now need to get them through the forest, Ob3/6 Driving |
− | Now you are going through the same forest with Ghosts unleashed, needing to get home before the Solstice, Ob4/6 Steel | + | *Now you are going through the same forest with Ghosts unleashed, needing to get home before the Solstice, Ob4/6 Steel |
− | Needing to get to far off Carabad on a boat over stormy seas, Ob 3/5 Navigation until the storms get worse on day 5 then Ob5/9 Piloting | + | *Needing to get to far off Carabad on a boat over stormy seas, Ob 3/5 Navigation until the storms get worse on day 5 then Ob5/9 Piloting |
[[Category:Rules]] | [[Category:Rules]] |
Latest revision as of 20:49, 21 August 2024
6 actions per day
1 GM move per day
Player Actions:
Move - 2 actions/hex
- -1 action if good terrain
- +1 action if terrible terrain
- -1 action if using some sort of transportation
- +1 action if moving stealthily
- Characters may only move two hexes per day
- Importantly: Yes, if moving on good terrain in a vehicle, it will take 0 actions, using a ship on smooth waters leaves you with lots of time on your hands
Sleep
- Sleeping 1 action means an Ob3 Health test or take 1 Superficial wound per margin of failure - these can only be cured by sleeping (roll a Health test vs an Ob of the number of wounds). Light wounds caused by this go away normally and must be treated as normal.
- Sleeping 0 actions makes the health test Ob4
Gather
make a Foraging, Hunting, Trapping, (if on the sea or a river) Fishing, or (if in civilization) Scavenging test - gain 1 ration per hit (equal to the obstacle or better), based on the terrain.
- Civilization - Ob2
- Blasted Lands - Ob5
- Steppe - Ob2
- Woods - Ob1
- Marsh - Ob3
- Moore - Ob2
- Desert - Ob4
- Mountains - Ob3
- Foothills - Ob2
- Glade - Ob1
Practice
do 4 hours of practice. A month in the practice system is 30 days, you can do multiple practice actions to get a test that takes longer to do. Generally this is gonna be a lot of actions to be useful, but it's a good way to burn actions if you need it. This can also be used to do things like, join a domain, learn a spell, or other forms of advancement.
Instruction
Everyone either teaches or is taught! Takes two actions. Needs a lot of days to be useful, like practice.
Mend/Craft
This allows the characters to recover by repairing gear, scavenging toolkits, making arrowheads, drawing maps, and so on. Obviously, characters need to only use tools that they can keep on their person, no workshops while travelling. Ob based on the skill test.
GM moves:
The GM accumulates moves every day. So they can either spend them bit by bit, or they can save them up for a bigger deal.
1 Moves
- Ration: Force the party to eat a ration. Failing to do so causes the characters to lose 1 Forte, recovered after a day of rest (one recovered Forte per day, so if the characters lose multiple Forte, it will take multiple days).
- Adversity: Force a test to cause the loss of tools, gear, health, actions, or something else important. Generally this is things like needing to negotiate a deadfall, getting hit by an avalanche, unexpectedly getting lost, or other minor-but-important problems. Basically, this is a one roll montage where something minor-but-important is at stake.
- Weather: Makes the weather really bad for a day. This makes the terrain difficult, and can increase the Ob of a Gathering action by 1. This can be opposed by an Ob3 Almanac test by someone with the Weather Sense trait.
- Roll 1d6: Ration, Adversity, Weather, Monsters, Magic, Nothing.
2 Moves
- Monsters: This allows the GM to pull in one of the encounters for the region.
- Dangle An Adventure: The GM may set a scene which could become a fullblown adventure, either in the future or right now!
- Lost: The players must make a Navigation/Orienteering or other appropriate roll or else get lost. Maps can grant advantage dice.
- Civilization - Ob2
- Blasted Lands - Ob3
- Steppe - Ob2
- Woods - Ob4
- Marsh - Ob3
- Moore - Ob2
- Desert - Ob4
- Mountains - Ob3
- Foothills - Ob1
- Glade - Ob2
If they fail the GM gets to pick the next hexes the players go to, and gets a number of picks equal to the margin of failure. This will likely happen over several days.
3 Moves
- Magic: This can be like Monster or Site - except magic is involved. Say encountering a spirit. Or a pool which sits at the end of a rainbow.
- Site: Adds a location to the map.
- Discovery: Adds an encounter to the table for the region, and triggers it right now.
Terrain
Really only use this if it matters
Determine transportation and terrain Pick which is most difficult
- Obfuscation
- Hardship
- Difficulty
Obfuscation rolls Navigation/Orienteering/other related skill
Hardship rolls Soldiering/Logistics/Steel/Health
Difficulty rolls Speed/Riding/Piloting/Driving/Agility/Stealthy (depending)
Minev's Forest might be Obfuscation if you are walking or on horses but on a cart or wagon might be Difficulty
The Obstacles are set so that there's two different obstacles. Every movement costs 3 actions, succeeding at the lower obstacle makes the terrain take two actions, and succeeding at the higher obstacle makes it take 1 action.
Examples:
- you have stolen oxen from the queen of the Fæ, you now need to get them through the forest, Ob3/6 Driving
- Now you are going through the same forest with Ghosts unleashed, needing to get home before the Solstice, Ob4/6 Steel
- Needing to get to far off Carabad on a boat over stormy seas, Ob 3/5 Navigation until the storms get worse on day 5 then Ob5/9 Piloting