Editing Hexcrawling

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 22: Line 22:
  
 
(*There's a pdf over on the Autarch site that goes into mining rules, which we'll use should you become so inclined. Essentially, it presumes that each hex has a certain number of veins of ore that can be discovered through a careful survey -- which takes longer than the time to clear a hex. It seems to me that this is activity best reserved for a cleared and garrisoned hex.)
 
(*There's a pdf over on the Autarch site that goes into mining rules, which we'll use should you become so inclined. Essentially, it presumes that each hex has a certain number of veins of ore that can be discovered through a careful survey -- which takes longer than the time to clear a hex. It seems to me that this is activity best reserved for a cleared and garrisoned hex.)
 
===Flying Carpets and Hex Clearing===
 
 
Using a flying carpet -- or other method of long term flight -- greatly reduces the amount of time it takes to explore most hexes. For grasslands, farmland, mostly water hexes, etc. reduce the time required to explore a hex by half, to two days for the entire hex. Note, of course, that this does not reduce the amount of time needed to deal with potential threats but rather the overall time required to map and explore the hex. In addition, assuming the flying observers on the carpet stick relatively close to the main party the group is only surprised on a roll of 1 on 1d6 or, if there is an Explorer present, on a roll of 1 on 1d8.
 
 
For other terrain -- hills, mountains, light to medium forest, etc. -- it moves the category up by one degree. Therefore, you could explore a hilly hex (which typically takes six days) in the same amount of time it takes to explore a grasslands hex. For hexes that are mostly obscured by the air (such as woodlands) the party does not gain the benefit of reduced chance of surprise.
 
 
Jungles, swamps or heavily forested hexes do not gain the benefits of having an "eye in the sky".
 
  
 
==Hex Management==
 
==Hex Management==

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)