Planning D&D Campaigns & Long-Term Hex Crawls Using Hex Leveling

Ойын-сауық

An overview of my system-neutral nested hex mapping process and how it makes planning campaign sandboxes for D&D and other fantasy RPG systems easy.
Referenced Videos
Pounds, Shillings, and Pence - Lindybeige
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Why Cities Are Where They Are - Wendover Productions
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Пікірлер: 6

  • @SteveBonario
    @SteveBonario25 күн бұрын

    I'm really interested to hear what the system is about since it's clear you have put a lot of effort into it. Do you have a summarized version of this somewhere? A TLDR version or edited down version to just the main points?

  • @RedRaggedFiend

    @RedRaggedFiend

    25 күн бұрын

    Oof, it's not terribly complex but it is... detailed. Summarizing is a bit difficult. Essentially the world is 30x60 of 360 nmi wide hexes, built of 60nmi wide hexes, each built of 10nmi hexes, built of 2nmi hexes. For more specific details I would suggest checking out the table of contents for my blog series on the subject! www.redraggedfiend.com/worldbuilding-process-posts/

  • @henrikaronsson3266
    @henrikaronsson3266Ай бұрын

    Hey Fiend, great video! Definitely using this system for mapping my next campaign. You briefly mentioned that you run travel rules differently with this kind of mapping. Do you have a video or blog where you go into more detail on how you run travel? Thanks in advance!

  • @RedRaggedFiend

    @RedRaggedFiend

    Ай бұрын

    Thanks! I should definitely make a dedicated video on my exploration/hex crawling system. If you want to see the system in action, check out my Solo D&D series, there's a playlist on my channel page. The basic mechanic is at the start of each day the PC(s) make a Constitution save (or similar roll for your rules system of choice). This roll is modified using the Advantage/Disadvantage idea based on weather, mounts, vehicles, etc. and tells you how much "effort" they can put into travel before they start getting fatigued. Each hex they move through add 1d4 to a running total (hexes have possible random encounters, points of interest, etc. to discover). Once the running total meets/exceeds the Con Sv, traveling additional hexes call for a new Con Sv against a DC equal to the running total. If they fail, they gain a level of exhaustion with all the associated detriments. Exhaustion can be recovered by extended rest, "Camp Days". Maybe that sounds complicated but I much prefer it to constantly referencing weather and terrain pace charts for every hex traversed. Some days you travel far, some days it feels like you barely make any progress.

  • @RanetaCroak

    @RanetaCroak

    Ай бұрын

    @@RedRaggedFiend That sounds interesting, I may try these rules. A specific video on the matter with some examples would be cool as well.

  • @RedRaggedFiend

    @RedRaggedFiend

    Ай бұрын

    @@RanetaCroak Thanks, give them a try. Sounds like there's a focused video on the exploration system in my future! I find the crawling system works well used with some of my other "Exploration Forward" adjustments like Hitting the Box, Resource Dice, and Node-based Overland Travel to give this area of the game a bit more meat.

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