Really I don't see much point in making it so high, unless you presume everyone is mounted. If you want to shorten the amount of time your players spend in the wilderness, just put the locations closer together. It's especially baffling since the rules went to the trouble of changing the size of each Hex from 2 miles to 6 miles for the Gloaming, only to make it so players can travel across even more hexes? It just doesn't make sense to me.
Cursed Scroll #1's The Gloaming map has been criticized (gently) for the fact that it uses a 2 mile hex scale when everything in the core book, the other Cursed Scrolls, and now these Alternate Crawl rules, use a 6 mile hex by default. I know Kelsey has said on the Discord that she won't make a hex crawl that uses something other than 6 miles in the future, to avoid confusion. So suggesting that one just change The Gloaming to use 6 miles hexes is about bringing it into the standard that all the other material is using. The Alternate Hex Crawl rules Mike showed here were shared as a sneak peak at content from the upcoming Cursed Scroll #4, if I'm not mistaken. Still a work in progress, so it remains to be seen how it may change before publication, but the goal with those rules is not to fix The Gloaming, specifically. It's just revamping overland travel in general for SD. The consequences that might have on travel times within the Gloaming (or anywhere else) is incidental.
Hikers on the Appalachian Trail average between 14-20 miles per day. This is a necessary pace needed to complete the entire journey within the season. And I will say that I can easily achieve 12-16 miles in a 12-hour shift in my job at a hospital--and that will include breaks and frequent stopping to work with patients.
@@ARCThunderhikers on the AT/PCT tend to have lighter packs with no swords or armour. I also assume you don’t carry 300 gold a sword and armour at work 😅
According to the CDC, the average walking speed of a human is 2 1/2 to 4 mph. So, walking an average of 3 mph for eight hours would yield 24 miles per day. Of course, modern man has paved paths everywhere we go. On the other hand, medieval man walked everywhere all the time. As for how this applies to a hex-crawl, I think rarely are any characters traveling in straight lines across hexes. So, for gaming purposes, my suggestion would be… 1) 3 hexes-per-day (18 miles), 2) 2 hexes (12 miles) when not on a road, 3) 1 hex (6 miles) when crossing very rough terrain. To solve the awkwardness of testing for an encounter every other hex, simply roll every hex, but with a 1-in-8 chance (instead of 1-in-6).
I'm a big fan of 18 miles a day, because it can also accommodate taking breaks for lunch, bathroom breaks, etc. No one is going to walk all day non-stop. I also like your breakdown by terrain!
You know what. I think the advice to "just make the hexes 6 miles" is great advice that I'm going to start applying to all those stupid 5 mile hex WotC maps too.
I'm new to Sly Flourish so apologies, I'm assuming this has been covered somewhere. Is the doc on the left in Google Docs? Curious how it's formatted and can't seem to find mention of it. Great stuff, thank you!
Great video, excited to see how things work out with that Gelatinous Cube and them finding such a powerful magic item! IIRC, the consequences of getting high level spells early is (a) they still need to hit the higher casting DC to cast it and (b) they still roll on the higher mishap table if it crit fails. So yes, they have extra power, but they're also taking extra risks...
Is Unduluk doing a sort of lawful evil bit? Loyal to Kytheros, but prefers the worlds being destroyed. Even if players destroy Mugdulblub, they still have to get a message past Unduluk to the absent-minded Kytheros.
After trying it irl, I prefer 12 miles per day over 24!
Really I don't see much point in making it so high, unless you presume everyone is mounted. If you want to shorten the amount of time your players spend in the wilderness, just put the locations closer together. It's especially baffling since the rules went to the trouble of changing the size of each Hex from 2 miles to 6 miles for the Gloaming, only to make it so players can travel across even more hexes? It just doesn't make sense to me.
Cursed Scroll #1's The Gloaming map has been criticized (gently) for the fact that it uses a 2 mile hex scale when everything in the core book, the other Cursed Scrolls, and now these Alternate Crawl rules, use a 6 mile hex by default. I know Kelsey has said on the Discord that she won't make a hex crawl that uses something other than 6 miles in the future, to avoid confusion. So suggesting that one just change The Gloaming to use 6 miles hexes is about bringing it into the standard that all the other material is using.
The Alternate Hex Crawl rules Mike showed here were shared as a sneak peak at content from the upcoming Cursed Scroll #4, if I'm not mistaken. Still a work in progress, so it remains to be seen how it may change before publication, but the goal with those rules is not to fix The Gloaming, specifically. It's just revamping overland travel in general for SD. The consequences that might have on travel times within the Gloaming (or anywhere else) is incidental.
I hear you man 12 a day 18 a push 24 sucks.
Hikers on the Appalachian Trail average between 14-20 miles per day. This is a necessary pace needed to complete the entire journey within the season. And I will say that I can easily achieve 12-16 miles in a 12-hour shift in my job at a hospital--and that will include breaks and frequent stopping to work with patients.
@@ARCThunderhikers on the AT/PCT tend to have lighter packs with no swords or armour. I also assume you don’t carry 300 gold a sword and armour at work 😅
According to the CDC, the average walking speed of a human is 2 1/2 to 4 mph. So, walking an average of 3 mph for eight hours would yield 24 miles per day.
Of course, modern man has paved paths everywhere we go. On the other hand, medieval man walked everywhere all the time.
As for how this applies to a hex-crawl, I think rarely are any characters traveling in straight lines across hexes. So, for gaming purposes, my suggestion would be…
1) 3 hexes-per-day (18 miles),
2) 2 hexes (12 miles) when not on a road,
3) 1 hex (6 miles) when crossing very rough terrain.
To solve the awkwardness of testing for an encounter every other hex, simply roll every hex, but with a 1-in-8 chance (instead of 1-in-6).
I'm a big fan of 18 miles a day, because it can also accommodate taking breaks for lunch, bathroom breaks, etc. No one is going to walk all day non-stop.
I also like your breakdown by terrain!
You know what. I think the advice to "just make the hexes 6 miles" is great advice that I'm going to start applying to all those stupid 5 mile hex WotC maps too.
Mike essential to DMs! Full of great ideas! Just as big of an impact as Dyson logos has had on my games
I'm new to Sly Flourish so apologies, I'm assuming this has been covered somewhere. Is the doc on the left in Google Docs? Curious how it's formatted and can't seem to find mention of it. Great stuff, thank you!
It's Notion. If you google "sly flourish + notion" you can find his template.
It's a program/app called Notion.
Great video, excited to see how things work out with that Gelatinous Cube and them finding such a powerful magic item! IIRC, the consequences of getting high level spells early is (a) they still need to hit the higher casting DC to cast it and (b) they still roll on the higher mishap table if it crit fails. So yes, they have extra power, but they're also taking extra risks...
Can you post the link to the hex alternate rules please?
And also, I do 4 miles per hex, 3 hex a day.
Is Unduluk doing a sort of lawful evil bit? Loyal to Kytheros, but prefers the worlds being destroyed.
Even if players destroy Mugdulblub, they still have to get a message past Unduluk to the absent-minded Kytheros.