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Post by logan9a on Jan 12, 2017 17:21:02 GMT
Copied from Broken Earth, a post apocalyptic setting: - Standard pace is 5km/hr.
- Characters can walk for 8 hours per day. The can Force March for longer, but have to pass a Vigor test each hour or take a level of fatigue. Thinking this could work - Endurance test each hour or take d4 Stun?
- Each Hex is 20 km.
- Travelling at full pace, you only see obvious stuff (big ruins, etc). If you want to search/scavenge the hex, have your pace and roll Notice.
- Winter: Shift pace one difficulty in snow unless you have the right gear.
Ground Speed Terrain Type Easy x1 Plains, roads, ruined road, water Medium x3/4 Light forest, low hills Hard x1/2 Steep hills, sand, medium forest Difficult x1/4 Moutains, heavy forest, jungle, swamp This is growing on me.
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Post by logan9a on Jan 12, 2017 17:23:30 GMT
We're lucky the players are not playing 16-18th century nobility.
We'd have 'imbredness' stats. If they succeeded on these rolls (sad) they would not have the correct gear (instead of food, they'd pack statuary) and for completely strange reasons they might get stuck forever in a hex.
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Post by bentpaperclip on Jan 12, 2017 17:42:39 GMT
My Simple Solution: - Scale is Small=20km/hex, Medium=40km/hex, Large=80km/hex, or Epic=160km/hex. (People on foot use Small Scale)
- Pace is 2 Hex/day.
- Searching or Inclement Weather shift Speed down by 1 shift.
- Push to shift Speed up 1 shift. Endurance roll each day or lose a day of travel.
Ground Speed Terrain Type Easy x1 Plains, roads, ruined road, water, light forest, low hills Hard x1/2 Steep hills, sand, medium forest Difficult x1/4 Moutains, heavy forest, jungle, swamp
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Post by logan9a on Jan 12, 2017 17:46:42 GMT
So if it was inclement weather in a swamp, 1/8th hex per day?
I'm digging it.
On the endurance roll - if the players (well, actually one of the players) fails it, then instead of lose a day, they just fail to go faster perhaps. If they fumble it, then the player just lies there and says 'they can't go on' and the other players can try to carry him/her.
If they crit it. Hum. Not sure about that but I'm thinking that all of them would need to crit it to have the benefit. The group travels at the pace of it's slowest member.
Also, while I would like people on foot to use the small scale map, I'm thinking that those will be created more out of need than anything else.
To use Australia as an example (I'm listening to a book on it, yea!) I might have a detailed map around say Melbourne, and a detailed map of say Alice Springs with a great big scale map of the area between. That would allow me to give any details about the interesting areas, give a brief summation of the more dull area between the two points and switch back to the interesting bits around AS.
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Post by bentpaperclip on Jan 12, 2017 17:46:45 GMT
Copied from Broken Earth, a post apocalyptic setting: - Standard pace is 5km/hr.
- Characters can walk for 8 hours per day. The can Force March for longer, but have to pass a Vigor test each hour or take a level of fatigue. Thinking this could work - Endurance test each hour or take d4 Stun?
- Each Hex is 20 km.
- Travelling at full pace, you only see obvious stuff (big ruins, etc). If you want to search/scavenge the hex, have your pace and roll Notice.
- Winter: Shift pace one difficulty in snow unless you have the right gear.
Ground Speed Terrain Type Easy x1 Plains, roads, ruined road, water Medium x3/4 Light forest, low hills Hard x1/2 Steep hills, sand, medium forest Difficult x1/4 Moutains, heavy forest, jungle, swamp This is growing on me. Good. I just condensed it into fewer lines of text and removed the 3/4 speed since that's hard math. Not sure how to go about negative consequences for "Pushing it." If we're just looking at long term overland travel, then Stun isn't much of a consequence. I figured making players choose between Pushing it and either going faster OR hurting themselves and slowing way down might be a better consequence. It really depends on the scale of travel. If we're talking hourly travel where things might happen, then negatives to skill rolls or Stun makes sense. If we're talking weekly or monthly travel, then being slowed is more of a consequence than taking stun that you sleep off.
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Post by bentpaperclip on Jan 12, 2017 17:48:38 GMT
So if it was inclement weather in a swamp, 1/8th hex per day? I'm digging it. On the endurance roll - if the players (well, actually one of the players) fails it, then instead of lose a day, they just fail to go faster perhaps. If they fumble it, then the player just lies there and says 'they can't go on' and the other players can try to carry him/her. If they crit it. Hum. Not sure about that but I'm thinking that all of them would need to crit it to have the benefit. The group travels at the pace of it's slowest member. Yes, 1/8th hex/day. That works too. I was just trying to create a consequence to pushing it so that we didn't sprint everywhere. There's a reason that people don't usually do that. But it does add a layer of complexity.
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Post by bentpaperclip on Jan 12, 2017 17:50:13 GMT
So if it was inclement weather in a swamp, 1/8th hex per day? And if you're Searching for hidden ruins in a swamp during a inclement weather... 1/16 hex per day. It's going to take a while to get through that thing.
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Post by logan9a on Jan 12, 2017 17:53:08 GMT
Sounds good. Note I edited my post, see above.
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Post by bentpaperclip on Jan 12, 2017 17:59:07 GMT
Also, while I would like people on foot to use the small scale map, I'm thinking that those will be created more out of need than anything else. To use Australia as an example (I'm listening to a book on it, yea!) I might have a detailed map around say Melbourne, and a detailed map of say Alice Springs with a great big scale map of the area between. That would allow me to give any details about the interesting areas, give a brief summation of the more dull area between the two points and switch back to the interesting bits around AS. Sure. The reason I recommended a doubling scale was so that we could just keep moving down the speed scale. Large hex? Standard move is (two shifts) 1/2 hex/day - modified by terrain & weather normally.
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Post by logan9a on Jan 12, 2017 18:12:49 GMT
Yes. For the large hexes, it would be much more of travel as I'm thinking you envisioned. I imagine the conversation much as this:
Player: "We want to go all the way over there." GM: "That's...um..."
Player: "Five really big hexes, so 800 km. We're clearly going around the swamp."
GM: (muttering)
Player: "We're going to travel normally and not be too concerned about our surroundings. We know you like D&D random encounters a bit less than a good colonic."
GM: "Well, you've got something to show after a good colonic!"
Player: "Right. So unless the weather gets really bad or something - we should make it in twenty days."
GM: "Twenty days, eh? Right. (rolls dice to see if the gods of the game universe decide to smite the PC's, looks disappointed.) It appears you've traveled the road of Yor without any real problems. You are ..."
Player: "At Quicksilver."
GM: "Jolly good!" (Updates calendar)
Yes, I realize that exchange makes me look a bit like British aristocracy but after this many decades I do realize how I GM.
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Post by logan9a on Jan 12, 2017 18:19:21 GMT
Something else - I'm thinking anyone significantly shorter than a standard human. Let's say a 'little person' would shift down one as well?
I can't see them keeping up with long legged companions despite what the LOTR movie showed the dwarf doing.
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Post by bentpaperclip on Jan 12, 2017 18:30:25 GMT
Sure? Do you anticipate a lot of hobbits running around with us?
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Post by logan9a on Jan 12, 2017 18:35:26 GMT
It is possible. Very possible.
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Post by logan9a on Jan 12, 2017 18:37:36 GMT
Plus, I will need to figure out the movement rate of various ...other things...
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Post by logan9a on Jan 13, 2017 23:15:19 GMT
[li]Scale is Small=20km/hex, Medium=40km/hex, Large=80km/hex, or Epic=160km/hex. Unfortunately, I have discovered for hex maps you have to increase by fives. Four hexes doesn't work right. Because of hexes. However my plan is the large scale map will be for large scale travel. If there is interesting shit, I can make a small scale map. Logan: "You travel so long you wish you could just die." Travis: "According to the map, we make it in five days." Logan: "Exactly." Travis: "Why do all of our characters have a Logan world view?"
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