tag:blogger.com,1999:blog-7817710432110712270.post1097021774796914201..comments2024-03-28T15:32:19.036-04:00Comments on Dungeon Fantastic: Hexcrawling the Cold FensPeter Dhttp://www.blogger.com/profile/14246000382321978462noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-7817710432110712270.post-37253332397151852232021-07-04T21:43:41.543-04:002021-07-04T21:43:41.543-04:00It is a lot of rolls, but it makes sense. A daily ...It is a lot of rolls, but it makes sense. A daily one might for larger hexes, but makes little to none for 1 mile hexes. So you have to adjust by the location and needs of the specific area, I figured.<br /><br />And I agree - I like the Venn Diagram you could draw of our hexcrawling and see how it's all off the same base but ends up with nuances that fit our specific needs.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-81233685125481298422021-07-04T21:36:30.575-04:002021-07-04T21:36:30.575-04:00Hourly Survival and Boating rolls? Oh boy, that...Hourly Survival and Boating rolls? Oh boy, that's a *lot* of rolls.<br /><br />I like the possibility of disasters on critical failures. For me, crit fails on movement (Hiking almost always) and Navigation lead to -20% to movement for the day, and disasters are a couple of different rolls (which I have in a spreadsheet, prerolled for a year of game days).<br /><br />What's weird looking at this and having others comment on it is that I still follow this almost to the letter, six years later. It was more a codification of what I was doing after some experimentation in play, and it works for me. It's good to see Peter come up with stuff that works for him through play. Same with Evil Eeyore. It means we're all hexcrawling.Charles Saegerhttps://www.blogger.com/profile/00368131505593336249noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-18254369232701689852021-07-04T21:27:31.332-04:002021-07-04T21:27:31.332-04:00I stick closer to DF16 and let them pick how much ...I stick closer to DF16 and let them pick how much they travel versus forage, and just roll all the foraging rolls at the end of travel after setting up camp. They will sometimes take off the whole day and make 10 rolls.<br /><br />My players almost always have some kind of shelter with one player (Roman, who plays Angelista right now) knowing me well enough to make that purchase each and every time, so I don't care that it's a separate roll since nobody ever rolls is.Charles Saegerhttps://www.blogger.com/profile/00368131505593336249noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-40648507105582612992021-07-04T20:56:22.557-04:002021-07-04T20:56:22.557-04:00And of course in Hell terrain they'll be penal...<i>And of course in Hell terrain they'll be penalized heavily and may even have regular failures treated as critical failures.</i><br /><br />Even success is relative in Hell. Bwahahahahahah.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-57550604737861092672021-07-04T20:53:58.092-04:002021-07-04T20:53:58.092-04:00Only 1 mile . . . of water of varying depth, choke...Only 1 mile . . . of water of varying depth, choked with weeds and muck, passable by poling a flat-bottomed boat or by walking . . . if you like leeches.<br /><br />It's a fun little place.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-67388590560933931722021-07-04T20:48:23.311-04:002021-07-04T20:48:23.311-04:00How big are your hexes?How big are your hexes?Zach Marxhttps://www.blogger.com/profile/07841865719038005414noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-39293822148832237772021-07-04T16:32:32.904-04:002021-07-04T16:32:32.904-04:00And I posted this over there, but I felt it worth ...And I posted this over there, but I felt it worth posting here as well, my response to Charles Saegar's Hexcrawl Procedures:<br /><br /><br />I split step 11 [Foraging at the end of the day] into 3, Morning, Afternoon, Evening/Overnight. Depending on actions, terrain, etc, that can impact those rolls and even if those rolls can be made.<br /><br />My Foraging House Rules:<br />If stationary, may make 1 Survival, Hunting, or Fishing roll every 3 hours. If traveling may make 1 Survival roll per 6 hours of travel, or in the evening/overnight.<br />Hunting is (Ranged Weapon Skill -4 + Survival)/2.<br />MoS = Number of Meals. Failure is failure, Critical Failure indicates "something bad", Crit Success doubles MoS.<br /><br />In Step 12, I tie "making/finding shelter" into the Finding/Making Camp roll, with penalties and benes as terrain dictates, and add a fourth choice to their "Making Camp" results: Shelter.<br /><br />A Critical Success still only allows 3 picks, but spending Serendipity/Impulse Points adds +1 pick per spend after the roll (this works for normal Making Camp rolls too).evileeyorehttps://www.blogger.com/profile/08296632217198088455noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-4797371943020712752021-07-04T15:32:13.514-04:002021-07-04T15:32:13.514-04:00"Boating criticals improve speed of travel bu..."Boating criticals improve speed of travel but don't provide miraculous effects (even on a "3") but an 18 does cause a disaster."<br /><br />I've been thinking along similar lines for my (someday I'll run it when I have a group that roleplays again) hexcrawl, but as I'll also have "Wonderous" terrain, I'll have Critical Successes there do something miraculous.<br /><br />And of course in Hell terrain they'll be penalized heavily and may even have regular failures treated as critical failures.evileeyorehttps://www.blogger.com/profile/08296632217198088455noreply@blogger.com