Help support TMP


"Hex crawler" Topic


6 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

For more information, see the TMP FAQ.


Back to the Miniature Boardgames Message Board


Areas of Interest

General
Fantasy
Science Fiction
Toy Gaming

Featured Hobby News Article


Featured Ruleset

Knaves & Knights


Rating: gold star gold star gold star gold star gold star gold star 


721 hits since 6 Nov 2020
©1994-2021 Bill Armintrout
Comments or corrections?

bpmasher06 Nov 2020 4:20 a.m. PST

Creating a hex map on graph paper, and using simplified RPG combat rules for a game. I'm talking actually drawing the maps with coloring pencils, and taking a character progession system from a RPG of choice.

That's what I have so far :)

I'm thinking Runebound / Mage Knight, but an RPG being the driving force behind the player choices and character progression.

bpmasher06 Nov 2020 6:42 a.m. PST

I decided to go with D20/Pathfinder system with simplified combat resolution, but using at least part of the skill system for my hack.

Essentially, hit dice become hits. So a level 1 adventurer starts with 1 hit. It's deadly combat at 1st level, but soon you level up and have a second hit if your character survives.

Damage dice become damage. 1d4 is 1 damage, as is 1d6. 1d10 is still 1 damage if wielded without feats or bonuses. Magical weapons can do more damage with elemental effects, blessings and whatever is attached to the weapon, mechanically speaking.

Pacing becomes important (if running with a GM/Overlord) when dealing with 1st level characters. Also, tactics are paradoxically more important with less survivability. This idea turned into a dungeon crawler instead of a hex crawl, although the campaign map will still have hexes to explore.

I will buy hex graph paper to make all the maps, a unified format.

It's going to be either

1. Multiple characters per player, a party essentially. You would compete with other players parties to gain prestige and "win" the game. This is a more traditional board game approach where you count achievements and points based on party competence.
OR
2. One character per player, same party. A co-op game against the baddies, like most dungeon crawlers work essentially.

Play will continue through multiple sessions, with character experience being the currency that is most important, given that the game revolves around character advancement and campaigning.

bpmasher06 Nov 2020 6:46 a.m. PST

If going with Hero System, I already have a simplified version of that game too, with damage dice becoming points of damage, and Body becomes a set number of hits per character.

Hero would allow for more powers if creativity strikes, but Pathfinder/D20 having so many pre-packaged powers for characters, that is the easier route to take.

Character creation is essentially: 1. pick a miniature 2. assign stats and skills 3. pick feats 4. draw a long-term goal OR come up with your own 5. secret motivations if playing a competitive party vs. party game with PvP combat.

bpmasher06 Nov 2020 6:51 a.m. PST

Stats for characters are:

1. Hits
2. Armor Class
3. Attack Bonus
4. Saving Throws
5. Skills/Profession (I don't know which route to go, probably the profession pick that includes numerous skills in one roll, and allows for more character background development, plus it can tie into long-term goals).
6. Feats

cloudcaptain06 Nov 2020 8:07 a.m. PST

While I do enjoy drawing hand made maps myself…I use Hex Kit:

https://cone.itch.io/hex-kit

It is fairly simple to use and lots of people make tiles for it.

bpmasher09 Nov 2020 3:52 a.m. PST

Looks good. I haven't come up with more than a vague concept for PvP and co-op play. And hex maps.

Sorry - only verified members can post on the forums.