Friday, April 30, 2021

Traveling in the world of Hyboria. Suggested Rules for dealing with Travel in 2D20 Conan.

 

Travel rules in 2D20 Conan RPG are fairly arbitrary in my own opinion and are left to the machinations of the GM.  I am OK with that. But sometimes, I like to have a little randomness to it. I wanted some rules to follow, but I wanted to keep the rules in line with the mechanics of the game and simple to use. I am pretty confident that others may have developed similar ideas to what mine is like. But what ever. So I sat down and decided to see if I could write up something that I could use.

After writing these, I realized that something similar can be used for other situations that are not travel, IE, Investigations, Searching for something, or what ever. So feel free to experiment with this. 

The basic idea, is you roll your skill vs the difficulty of the travel. For each success and momentum you get, you move your travel token from its starting point (0) to its completion point (10) If after any roll that you are not on the completion point (10) you will roll on the encounter table based on the encounter level you had set.


Travel Rules for 2D20 Conan

There are two factors to this idea. The GM needs to determine two things.

  1. The difficulty of the travel. D0 - D5

  2. The chances for an encounter. Ranging from D0 to D5


All travel is based on the standard D of 2d20

D0-D5

Momentum determines the time that it would take to get there. When 10 momentum is gathered, you have reached your destination. 

Travel rolls are based on the lowest skill of the group for travel. You can only travel as fast as your slowest member. But other party members can help.

On foot = Survival Skill

Mounted = Animal Handling Skill

Concept: When you roll the die, each success and momentum moves the travel track from 0 to 10. When the track is moved, if the track is not on 10, then the party will have an encounter roll. 

Roll D20 and compare it to the chance of having an encounter. A red result means an encounter. 

Suggestions for complications:

Minor Complications = Fatigue 3CD worth to each party member.

Major Complications = Fatigue 3CD worth. You lose 2CD worth of travel.


Encounter Table Roll D20


Die Roll

1-2

3-4

5-6

7-8

9-10

11-12

13-14

15-16

17-18

19-20

D0











D1











D2











D3











D4











D5














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