Pointcrawl Rules

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Pointcrawl Rules

  • Hexes will be invisible to the party. I will stop talking about them with players; they're only for my personal GM map
  • What the players will know are Points and Paths
    • Points are like points of interest, waypoints, or landmarks. They help the players know where they are in the wilderness
    • Paths are the ways that players get from point to point. They can be anything from roads to rivers to game trails to "I walk from here to that tall tree I see in the distance"
  • I will give you accurate distance measures along Paths to make mapping easier for you
    • Lairs and dungeons are points but the paths to get there aren't always obvious. Sometimes it's as simple as following a game trail from a pond, which leads you to an elk lair. Other times, they're harder to find
  • There are other ways to find lairs/dungeons
    • You can use a Notice check while traversing a Path. The downside to doing so is A. it slows you down and B. it provokes more wandering monster checks
    • You can find high ground and look around for points you couldn't otherwise see
    • You can find maps
    • You can talk to people who know of such locations
    • You can do research in Ket
  • You can always blaze your own Path rather than follow one of the Paths I describe to you. The downside to doing so is A. you can get lost and B. it may provoke more wandering monster checks
    • Sometimes, blazing your own trail is good. You find a shortcut or a point of interest you might otherwise have not found.
    • Sometimes, you are forced by the terrain into "the long way around" and you lose time or stumble into dangerous areas.