Point-Value Overland Movement

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Point-Value Overland Movement

Post Mon Aug 22, 2022 10:22 pm

I'm not ready to make a supplement or anything. Just musing, really. It's a hassle when using hex maps to keep track of movement, since the rate varies depending on the terrain. The obvious solution is to use a point-cost system. My initial cut looks like this:
Point Movement 1.png
Point Movement 1.png (48.33 KiB) Viewed 518 times
This is just the standard movement table with an added column. You would use those point values with these costs:
Point Movement 2.png
Point Movement 2.png (51.02 KiB) Viewed 518 times
The costs for "clear, trail" aren't exactly right; they are a bit high in some columns, in fact. But the only alternative that makes them "right" would be to triple both point costs and allocations and I'm not interested in doing that.

The nice thing here is you can move from hex to hex by "spending" remaining movement points, and you know when you can't make it to the next hex because you're out of points. Of course, you could double your point allocation by forced march, though I'd argue that you should only be able to double your remaining movement unless you started out forced marching first thing in the morning.
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Re: Point-Value Overland Movement

Post Tue Aug 23, 2022 12:50 am

Excellent! This is really useful, especially since I award xp for travel in some of my games.
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Re: Point-Value Overland Movement

Post Fri Aug 26, 2022 5:55 pm

Love to see this. I've been struggling in the past when trying to run a hex crawl as to how I would address the traversing of hexes. Me and my players couldn't come to an agreement so we held off on doing the hexcrawl instead. I think they will be glad to see this.
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Re: Point-Value Overland Movement

Post Sat Aug 27, 2022 9:19 am

I really dig this idea. I've been wanting to run wilderness adventures for a while, but the rules for doing so had made me not do them at all.
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Re: Point-Value Overland Movement

Post Sun Sep 25, 2022 7:24 pm

This is great. I like the point system.
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