Difference between revisions of "D20 Mechanic: Exploration"
GnomeWorks (Talk | contribs) (Created page with "This page is an overview and detailed explanation of the exploration system used in T20, a unique subsystem designed by yours truly after many years of thought and design. =C...") |
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: Once you have ''discovered'' a ''point of interest'', if you return to the hex in the future, you can automatically go there once you reduce the hex's TPs to that PoI's threshold. | : Once you have ''discovered'' a ''point of interest'', if you return to the hex in the future, you can automatically go there once you reduce the hex's TPs to that PoI's threshold. | ||
− | : Each ''adventuring turn'' at the hex level takes a '' | + | : Each ''adventuring turn'' at the hex level takes a ''compass'', which is about 60 minutes (and is exactly equivalent to five ''hands''); 24 ''compasses'' are in a ''cycle'' (which is a normal day; and also means that 4 ''compasses'' equal a ''watch''). |
: When traveling in a hex, you may encounter ''obstacles''. These are exploration challenges - cliffs, rivers, and the like. If you defeat the challenge, you continue. If you don't, the hex (probably) regains TPs as you are forced to find another way around (but see the next point). | : When traveling in a hex, you may encounter ''obstacles''. These are exploration challenges - cliffs, rivers, and the like. If you defeat the challenge, you continue. If you don't, the hex (probably) regains TPs as you are forced to find another way around (but see the next point). | ||
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I'm not sure how we'll handle getting lost or turned around... thinking on it, because we've got a lot more mechanics and moving parts, I don't think it actually matters if the players know that they're lost. They can't say "oh, we just turn around" - to leave a hex, you have to reduce its TPs, no questions asked. That represents the idea of figuring out that you're lost, regaining your bearings, and all that jazz. | I'm not sure how we'll handle getting lost or turned around... thinking on it, because we've got a lot more mechanics and moving parts, I don't think it actually matters if the players know that they're lost. They can't say "oh, we just turn around" - to leave a hex, you have to reduce its TPs, no questions asked. That represents the idea of figuring out that you're lost, regaining your bearings, and all that jazz. | ||
+ | |||
+ | =Stamina= | ||
+ | One thing I do want to implement, because it seems important, is a hit point system to go along with this whole deal. Hit points recover at an astonishingly fast rate, which is fine, but in that design paradigm, we need another resource that depletes slower, or is at least harder to recover. |
Revision as of 21:59, 26 March 2017
This page is an overview and detailed explanation of the exploration system used in T20, a unique subsystem designed by yours truly after many years of thought and design.
Concept
It goes something like this:
- Hexes are six miles across, and have one primary terrain type. We'll call this a wheel. And yes, the distance across a hex varies (from face to face, vertex to vertex, vertex to face), but the point here is abstraction, so we don't care. Hexes are a wheel across, done.
- Hexes are members of zones, which define potential creature encounters within its constituent hexes.
- Hexes have a very important number, Travel Points (TPs). When you enter a hex, it begins at full TP, and as you make exploration checks against the hex, you lower its TPs if you manage to hit the hex.
- Hexes have predetermined TP thresholds at which you can leave the hex and move to another.
- Hexes have points of interest, which have TP thresholds you must reach before you can find the point of interest. Note that meeting the TP threshold does not mean you automatically find the PoI, just that you might.
- Once you have discovered a point of interest, if you return to the hex in the future, you can automatically go there once you reduce the hex's TPs to that PoI's threshold.
- Each adventuring turn at the hex level takes a compass, which is about 60 minutes (and is exactly equivalent to five hands); 24 compasses are in a cycle (which is a normal day; and also means that 4 compasses equal a watch).
- When traveling in a hex, you may encounter obstacles. These are exploration challenges - cliffs, rivers, and the like. If you defeat the challenge, you continue. If you don't, the hex (probably) regains TPs as you are forced to find another way around (but see the next point).
- Some obstacles may interact with the hex in other ways. For instance, a deep chasm that bisects a hex may indicate that, once encountered, the party cannot reduce the hex's TPs until it is defeated.
...and there you have it. That's the core mechanic of how this all goes down.
Thoughts
So this all came to me in a vision, so bear with me. We need to get some thoughts down on paper.
I think the TP threshold to leave a hex is probably going to be half its max TPs. That gives us room for putting things in "out of the way" places in a hex - if you're just moving on through, you're not going to find everything, but you will see a reasonable amount of the hex so that's probably a fair number.
Translating Old Concepts
Remember veer from Journey? That's gone. We're not doing that. Same thing with nodes and subzones and just all that crazy stuff. It was too damn much.
I'm not sure how we'll handle getting lost or turned around... thinking on it, because we've got a lot more mechanics and moving parts, I don't think it actually matters if the players know that they're lost. They can't say "oh, we just turn around" - to leave a hex, you have to reduce its TPs, no questions asked. That represents the idea of figuring out that you're lost, regaining your bearings, and all that jazz.
Stamina
One thing I do want to implement, because it seems important, is a hit point system to go along with this whole deal. Hit points recover at an astonishingly fast rate, which is fine, but in that design paradigm, we need another resource that depletes slower, or is at least harder to recover.