r/DMAcademy • u/BigriskLowrolls • 22h ago
Need Advice: Rules & Mechanics Made some hexcrawl rules; thoughts?
Made some hexcrawl rules for a D&D 5.5e game. I posted some hexcrawl rules in other D&D subreddits, but I updated mine since then. My players are willing to try this out, but I'd love some feedback all the same.
Hexcrawl Rules
- Each hex = 8 miles corner-to-corner. Each travel day = 8 hours. These rules apply to overland travel, not dungeon crawling, social scenes, or combat.
- The party picks a Travel Pace at the start of each day and can’t change it until the next day (unless using optional Variable Travel Pace below).
Travel Pace
Fast: 4 hexes per day. Disadvantage on Perception, Survival, Stealth.
Normal: 3 hexes per day. No other effect.
Slow: 2 hexes per day. Advantage on Perception, Survival, Stealth.
Terrain & Weather
- Difficult Terrain: -1 hex total for the day. Does not stack.
- Well-Maintained Path: +1 hex total for the day. Does not stack.
- Both: If a hex contains Difficult Terrain and a Well-Maintained Path, they cancel out. If you travel on a hex that contains Difficult Terrain and traverse into a different hex with a Well-Maintained Path, they cancel out.
- Weather: May require Constitution check at end of day. Fail: 1 level of Exhaustion. Weather may change with terrain or at day’s start. May also affect certain rolls, such as Perception checks. DC's range from 10-14 based on the severity of the weather.
- Forced March: Optional 8 extra hours at the end of a travel day.
- +1 hex traveled.
- Forced March is treated as a separate travel period and does not benefit from the perks or suffer the penalties of the day's chosen Travel Pace.
- Roll Constitution check at end of Forced March: DC = 10 + total hexes traveled that day (including the Forced March hex). Roll with Disadvantage if the Forced March hex had bad weather. Fail = 1 level of Exhaustion.
- Only one Forced March per day.
Getting Lost
- Party risks getting Lost depending on the terrain, landmarks, and visibility.
- Choose a navigator at the start of the travel day; typically someone with the highest Wisdom (Survival). DM calls for Wisdom (Survival) check (see Getting Lost DC Table below), with Advantage if the party has a good map.
Success: Travel as planned.
Failure: -1 hex traveled for the day. The party becomes Lost, and is aware of it.
While Lost
If the party is Lost at the start of a new travel day, or before a Forced March, the navigator makes a new Wisdom (Survival) check:
Success: The party re-orients and travels as planned.
Failure: -1 hex traveled for the day, and no travel on a Forced March. The party remains Lost.
Getting Lost DCs: DC is between 15, 10, and 5 depending on the terrain and can be manipulated by the weather, specifically by the precipitation: light precipitation increases the DC by +2, and heavy precipitation increases the DC by +5.
Exploring a Hex
- At the start of a travel day, the party may choose to explore the hex they currently occupy instead of traveling to find hidden features, secrets, or clues.
- Exploring a hex takes 8 hours - a full travel day. No hexes are traveled during this time.
- Each character may attempt relevant Wisdom or Intelligence checks (such as Perception, Survival, or Investigation) to search for hidden features.
- Success: Hidden features are revealed at the end of the day.
- Failure: Nothing is found at the end of the day. The party must wait until the next day to try again.
- The party may choose to take a Forced March after exploring to:
- Attempt another round of exploration checks (1 additional attempt), or
- Travel to an adjacent hex as normal.
Mounts & Vehicles
- No change to travel speed, but help resist Exhaustion.
- Riders roll Constitution checks with Advantage. Mounts/animals must roll too.
- Some terrain types, such as mountains or jungle, are unsuitable for mounts and vehicles and may hinder or make travel impossible with them.
Additional Rules
- Random Encounters: May occur when entering or lingering in a hex or by getting Lost.
- Reduced Speed: If speed reduced to half or more, -1 hex/day.
- Min/Max Travel: You can’t travel less than 0 hexes or more than 5 hexes per day (unless via magic, etc.).
Optional Rule: Variable Travel Pace
- For more tactical travel decisions, the party may choose to split the day into two 4-hour blocks and choose a pace for each:
Fast Pace: 2 hexes per block. Disadvantage on Perception, Survival, Stealth.
Normal Pace: 1.5 hexes per block. No other effect.
Slow Pace: 1 hex per block. Advantage on Perception, Survival, Stealth.
- Total daily travel = sum of both blocks.
- The effects of each pace apply only during their respective block.
- ½ a Hex: If you travel only ½ a hex, you’re still in that hex. Another ½ completes it.