Demon Idol

A gamist Advanced Dungeons & Dragons interpretation.

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hex_movement [2024-01-08 05:34] – [Table] poemshex_movement [2025-04-13 23:35] (current) – external edit 127.0.0.1
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 ====== Hex Movement ====== ====== Hex Movement ======
  
-:!: PAGE IS A DRAFT ONLY+Demon Idol uses a ~5-mile hex-based movement system similar to OD&D's usage of the Outdoor Survival map. This is a [[what is BTB|BTB]] movement system, since the rules suggest some variation in movement rate to suit the campaign.((DMG 58"As the scale of maps will differ from campaign to campaign, general movement rates are given, and you can adapt them to the scale of your campaign maps accordingly. Some variation in movement rate is justifiable, but the distances shown should neither be increased or decreased substantially."))
  
-Demon Idol uses a 6-mile hex-based movement system similar to OD&D's usage of the Outdoor Survival map. This is a [[what is BTB|BTB]] movement system, since the rules suggest some variation in movement rate to suit the campaign.((DMG 58: "As the scale of maps will differ from campaign to campaign, general movement rates are given, and you can adapt them to the scale of your campaign maps accordingly. Some variation in movement rate is justifiable, but the distances shown should neither be increased or decreased substantially.")) +===== Movement Points =====
- +
- +
-===== Procedure =====+
  
 Each hex costs a number of MP (Movement Points) to move into. If sufficient MP are not available, the hex cannot be entered, period. There is no partial hex movement in this system. Each hex costs a number of MP (Movement Points) to move into. If sufficient MP are not available, the hex cannot be entered, period. There is no partial hex movement in this system.
  
-===== Movement Points =====+MP are recovered daily. Any unused MP are lost.
  
 +^ Travel               ^ MP/day                                ^
 +| Foot (light burden)  | 6                                     |
 +| Foot (avg. burden)   | 4                                     |
 +| Foot (heavy burden)  | 2%%**%%                               |
 +| Mount (light)        | 12                                    |
 +| Mount (medium)       | 8                                     |
 +| Mount (heavy)        | 6                                     |
 +| Mount (draft)        | 6                                     |
 +| Cart*                | 5                                     |
 +| Wagon*               | 5                                     |
 +| Flying               | Flying MV * 2/5, round to nearest((Rate based on WSG 47.))  |
  
-^ Travel               ^ MP/day +* Possible only on road, pass, or open terrain.
-| Foot (light burden)  | 5       | +
-| Foot (avgburden)   | 3       | +
-| Foot (heavy burden)  | 2       | +
-| Mount (light)        | 10      | +
-| Mount (medium)       | 7       | +
-| Mount (heavy)        | 5       | +
-| Mount (draft)        | 5       | +
-| Cart                 | 4       | +
-| Wagon                | 4       | +
  
 +%%**%% If a party moving at this speed does not spend any MP in a day, on the following day they require only 2 MP to enter a hex that would normally cost 3 MP.
 ===== Costs ===== ===== Costs =====
  
 Costs for entering a hex are as follows: Costs for entering a hex are as follows:
  
-^ Terrain                                                               ^ Cost  +^ Terrain                                                                   MP Cost                        ^ Vehicles                         
-| LIGHT (Plain, scrub, light forest, low hills, desert)                 | 1     +**LIGHT** (Plain, scrub, light forest, low hills, desert)                 | 1                              | Allowed on road or open terrain  
-| ROAD through forest or swamp                                          | 1     +**ROAD** through forest or swamp                                          | 1                              | Allowed                          
-| ROUGH (med. forest, steep hills, snow, rough ground)                  | 2     +**ROUGH** (med. forest, steep hills, snow, rough ground)                  | 2                              | Allowed on road or open terrain  
-| PASS through mountains                                                | 2     +**PASS** through mountains                                                | 2                              | Allowed                          
-| HARSH (heavy forest, mountains, swamp, deep snow/ice, broken ground)  | 3     +**HARSH** (heavy forest, mountains, swamp, deep snow/ice, broken ground)  | 3 (1 hex/day only if mounted)  | Prohibited                       
-| RIVER crossing (any hex w/ river lacking bridge or ford)              | 3     +**RIVER** crossing (any hex w/ river lacking bridge or ford)              | 3 (1 hex/day only if mounted)  | Prohibited                       
- +| **FLYING**                                                                | 1                              | --                               |
-===== Traveling within a hex =====+
  
 ===== Reasoning ===== ===== Reasoning =====
hex_movement.1704692088.txt.gz · Last modified: 2025-04-13 23:35 (external edit)