Yora
2019-04-24, 03:44 PM
I am working on a complete system for wilderness travel that includes all the many aspects that are part of it, like movement speeds, supplies, encumbrance, getting lost, and random encounters, in a way that is both easy and fun to use and not like pulling teeth. The rules that are in the PHB and DMG are really not designed for campaigns in which the party spends a majority of play time moving through the wilderness.
I have long been quite opposed to using hex maps as a tool of dividing the wilderness into discrete areas. But looking for ways to handle the party loosiing their path, I've started to think that using hexes to measure distances is really the most practial way to do it.
Of course, you can still use hex maps, but for my ideas here it also works just as well if you have a hex grid overlayed on the GM version of a map that also shows the locations that are unknown to the players. In this system, hexes are not areas and have no content, they simply serve as a coordinate system for the GM to track where the players are when they have no clue where they are themselves.
When I tried translating movement rates to hexes or to road segments in the past, I constantly kept running into the issue of having to deal with parties moving 1/2 hexes, 3/4 hexes, or numerous other annoying fractions that take all the convenience out of counting distances in hexes. So this time, I decided to start not with the Travel Pace table, but instead put together a table of movement rates that only has full hexes on it.
There are two ways to do this.
Simple System
Speed
Easy Terrain
Difficult Terrain
Fast
6 hexes
3 hexes
Normal
4 hexes
2 hexes
Slow
2 hexes
1 hex
PHB System
Speed
Easy Terrain
Difficult Terrain
Fast
8 hexes
4 hexes
Normal
6 hexes
3 hexes
Slow
4 hexes
2 hex
The next question is now "how big is a hex?" I tried out different hex sizes, and again there are only two solutions that really make sense and get close to the distances in the Travel Pace table in the PHB.
Both happen to have 24 miles for normal pace in easy terrain, exactly the same number as in the Travel Pace table.
Simple System, 6-mile hexes
Speed
Easy Terrain
Difficult Terrain
Fast
36 miles (+20%)
18 miles (+20%)
Normal
24 miles
12 miles
Slow
12 miles (-33%)
6 miles (-33%)
PHB System, 4-mile hexes
Speed
Easy Terrain
Difficult Terrain
Fast
32 miles (+7%)
16 miles (+7%)
Normal
24 miles
12 miles
Slow
16 miles (-11%)
8 miles (-11%)
As you can see, when we are using 4-mile hexes, the deviations from the PHB are considerably smaller than when using 6-mile hexes.
However, in existing material, the 6-mile hex is probably the most common size of hex by far. In comparison, I don't think I've ever seen anyone use 4-mile hexes ever.
When you look at most closely replicating the numbers from the PHB, the 4-mile hex is the clear winner.
But I think for practical reasons and compatibility with a large number of existing hexmaps, I think 6-mile hexes are by far the better options.
What do you think about this?
I have long been quite opposed to using hex maps as a tool of dividing the wilderness into discrete areas. But looking for ways to handle the party loosiing their path, I've started to think that using hexes to measure distances is really the most practial way to do it.
Of course, you can still use hex maps, but for my ideas here it also works just as well if you have a hex grid overlayed on the GM version of a map that also shows the locations that are unknown to the players. In this system, hexes are not areas and have no content, they simply serve as a coordinate system for the GM to track where the players are when they have no clue where they are themselves.
When I tried translating movement rates to hexes or to road segments in the past, I constantly kept running into the issue of having to deal with parties moving 1/2 hexes, 3/4 hexes, or numerous other annoying fractions that take all the convenience out of counting distances in hexes. So this time, I decided to start not with the Travel Pace table, but instead put together a table of movement rates that only has full hexes on it.
There are two ways to do this.
Simple System
Speed
Easy Terrain
Difficult Terrain
Fast
6 hexes
3 hexes
Normal
4 hexes
2 hexes
Slow
2 hexes
1 hex
PHB System
Speed
Easy Terrain
Difficult Terrain
Fast
8 hexes
4 hexes
Normal
6 hexes
3 hexes
Slow
4 hexes
2 hex
The next question is now "how big is a hex?" I tried out different hex sizes, and again there are only two solutions that really make sense and get close to the distances in the Travel Pace table in the PHB.
Both happen to have 24 miles for normal pace in easy terrain, exactly the same number as in the Travel Pace table.
Simple System, 6-mile hexes
Speed
Easy Terrain
Difficult Terrain
Fast
36 miles (+20%)
18 miles (+20%)
Normal
24 miles
12 miles
Slow
12 miles (-33%)
6 miles (-33%)
PHB System, 4-mile hexes
Speed
Easy Terrain
Difficult Terrain
Fast
32 miles (+7%)
16 miles (+7%)
Normal
24 miles
12 miles
Slow
16 miles (-11%)
8 miles (-11%)
As you can see, when we are using 4-mile hexes, the deviations from the PHB are considerably smaller than when using 6-mile hexes.
However, in existing material, the 6-mile hex is probably the most common size of hex by far. In comparison, I don't think I've ever seen anyone use 4-mile hexes ever.
When you look at most closely replicating the numbers from the PHB, the 4-mile hex is the clear winner.
But I think for practical reasons and compatibility with a large number of existing hexmaps, I think 6-mile hexes are by far the better options.
What do you think about this?