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Thursday, January 26, 2012

SubHexCrawl Tools: Elevation Rolls

I wasn't very clear in my post on the subhexcrawl concept. I'm actually not talking about "subhexes" as a unit of measurement, but the "subhex level" of travel, somewhere between the dungeon scale and the wilderness scale, but much closer to the former. The scale isn't fixed, but if hexcrawls take place at the "1 turn = 1 day" scale, the subhexcrawl takes place at the "1 turn = 1 hour" scale; 120 yards every ten minutes, plus ten minutes of rest. Also, I'm not wondering what these maps would look like, but what a tool for sketchbox-style play at this level would look like. I started thinking about this after last Saturday's game, which involved a short boat-trip across the Scarlet River and a short walk through a wooded area to the ruined tower. I glossed over the details of the geography because we were just trying to get the characters to the tower so they could explore. I didn't draw the locations of trees, rocks, or mounds on my map. But what if I wanted that information, on the fly?

As an example of what I'm thinking of, let's take something Niccodaemus mentioned: elevation. I'm thinking of something like this: get 3d4 of one color and 3d4 of another color (let's say "light" and "dark".) Roll them right on a sheet of paper. The light dice represent higher elevations than the default, while the dark dice represent lower elevations. Draw contour lines around the location of each die; if two or three dice of the same color are close together (one die width or less,) it's one hill or pit, possibly with different elevations at different parts. If a dark die is almost touching a light die, the dark die represents a cave.

The numbers 1 to 4 on the dice represent different slopes:

  1. Light Slope: 10% to 25% grade (steep enough to be noticeable.)
  2. Medium Slope: up to about 50% grade (possible risks based on surface, but still walkable.)
  3. Steep Slope: up to about 100% grade (more of a scramble, requires use of hands)
  4. Cliff: 150% or more (definitely climbing rather than walking now...)
Essentially, the dice establish various layers, which will be important in a future post.

6 comments:

Norman Harman said...

Good idea.

But, I don't think those grades come in equal distribution. d6 1-3 flat, 4 slope, 5 steep, 6 special clift/ruin/cave/etc

Talysman said...

"Flat" is wherever the dice don't land, so you don't want to include that in your die results... there's already a bias towards flat terrain.

Timrod said...

Please allow me to apologize for the following comment: slope is one of my OCD topics and I've been off the meds for a while.

By way of comparison, if you were building a sidewalk, 5% is the maximum slope allowed before you need a handrail, 8.33% is the max slope for an access ramp even with a handrail. Probably the steepest paved roads/sidewalks you'll find are around 15% (boat ramps are in the 12-15% range) and you're definitely going to be exercising caution if you find yourself walking down them on an icy morning, though they're great for sledding. I'd scale light slope back to 5-10%, and medium slope to 33%.

Also, did I mention that this is a really cool idea? Thanks as always.

Talysman said...

@Timrod: There's probably a big difference between the maximum grade city planners would allow and what you can actually negotiate in a wilderness setting, though. I had no hard facts to go on when I wrote this up, so I just looked at the grade chart in the Wikipedia article and compared it to stuff completely unathletic me has as actually done.

There's a street/sidewalk near where I am that is between 10% and 20% grade; people jog it all the time, and I occasionally walk it, but it leaves me winded and I hate it. But I *can* walk it, so it gets the low end.

I recall walking up steeper slopes, including getting out of ditches, but anything over 50% is about where I'd be balancing or pushing myself forward with my hands at least part of the way. That helps define the second and third slope categories; the fourth category is everything above that up to a true vertical climb.

Timrod said...

I'd agree that my low end numbers (5-10%) should for your purposes just be considered flat--hardy heroes are not likely to alter their trajectory for slopes like this. But even though easily managed, even a 5% slope is definitely going to be "noticeable" which was your stated criterium for light slope.

As for that 10-20% street/sidewalk near you; if it were a talus slope or covered in slick ice would it qualify as "possible risks based on surface, but still walkable"? At the "subhex" level, even a strapping adventurer would probably walk around such a slope if there was a reasonable alternative.

Sorry, I'll shut up now.

Talysman said...

@Timrod: I didn't really go into the mechanical side, but basically the Light Slope and Medium Slope are distinguished by a movement penalty, at the very least. Either could be risky, but Light Slope is only risky under unusual circumstances like ice, whereas the Medium Slope almost always has a risk of something happening (but what the risk is depends on the surface; if dealing with loose dirt or rocks, the risk might only be "slip back a bit", which can be assumed as part of the movement penalty.)