Hey guys. Thought I would start a discussion on this and see if anyone else has some ideas or just get some feedback on the ideas I have had floating around my head. This is mostly about the idea of overland travel and trying to remove some of the monotony of a Hex Crawl in which the guy with the highest relevant skill makes all the checks while everyone else sits back and waits while making for a more dynamic and engaging kind of experience for everyone at the table.
The game I have been playing the most recently is heavily based on a Hex Crawl.
To summarize it's rules for this...
The game breaks up the day into 1/4 days.
During a 1/4 day you can hunt/forage/travel/explore/rest/sleep/make camp.
Make Camp means you don't need to roll endurance to get rest and provides fire for heat so you don't suffer from the elements.
Rest lets you recover attributes.
Sleep is needed or you become tired (which can have mechanical impacts).
Forage for plants and/or water.
Hunt for food.
Explore can trigger events or find adventure sites within a hex.
And travel moving on to new hexes.
On plains grass lands you can travel 2 6 mile hexes in 1/4. With a horse it's 3 hexes. In more difficult terrain it's 1 (for the horse as well).
So my first thought is I want this to be more of a Path Crawl than a Hex Crawl. It's less about the current terrain you are in then the path you are trying to take through it. Are you on a road? Then it doesn't really matter as much about the rest of it does it?
But I also don't want to make the path crawl really complex with a ton of markers and indicators on the edges of the hexes. If there is a hidden path through the mountains... a Mines of Moria... the players shouldn't just look at the map and see that. That might need to be something they discover or learn about through contacts. I don't mind them placing indicators like that on the map when they learn about them, but am opposed to the map becoming bogged down with this information from the get go.
This kind of started getting me thinking about a system I devised for mazes awhile ago. (Anyone not familiar here is a link to a discussion I had about it on another forum -
https://forum.frialigan.se/viewtopic.php?t=6823 )
I feel like the point crawl nature of the maze system I devised could work well being adapted into a path crawl. With events at each progress check resulting in random things the players need to do based on terrain type. Trying to traverse a mountain range? You may come to a cliff face that needs to be scaled. Everyone has to make climb checks for +1 progress or else look for another way around wasting the rest of the 1/4 day and making no progress as an example.
So to get my (very) rough thoughts down on paper I am thinking of something like...
You have the type of path you are taking to travel through the hex. The type of path sets difficulty on the roll.
You have the type of terrain you are traversing. Type of terrain sets the number of successes you need to get through the hex.
Each Check takes (insert increment of time).
So something like...
Open Terrain (plains) requires 2-3 successes
Difficult Terrain (wetlands, forests) requires 4-6 successes.
"Impassible" Terrain (High Mountains) requires 8-12 successes.
Road/Trail is easy (a +1 or +2 to the roll).
Pathfinding through open terrain would be a -1 to -2
Pathfinding through Difficult Terrain would be a -3 to -4.
Pathfinding "Impassible" would be a -5 to -6.
Certain equipment (including mounts or pack animals) can add bonuses or penalties depending on situation. A wagon on a road is no problems, but an issue when pathfinding in the forest. A horse in open grass lands is a bonus as they can cover a lot of ground faster. A horse in a desert is a liability. A camel however is a bonus. etc...
So you would be able to chose a path you want to take. Knowing you would need to pathfind across the plains, you make a roll. You get 1 success. and so progress across the hex has been made. Random event. Maybe that event results in discovering a trail? You can choose to take the trail that seems to be heading in the right direction to ease your progress. New roll. With the bonus from the trail you get another 2 successes and make it to the next hex.
Again rough thoughts...
Anyone have thoughts on this? Experiences with your own overland travel systems?