What it says on the tin: Why not use triangular grid maps instead of hexagonal ones? Players could move point to point instead of space to space (offering virtually the same movement options), you could put stuff in the triangles (players could encounter it from any corner), and I could think of a few ways to make a proximity based encounter table here.
1,2: North triangle.
3-12: Each of the other triangles in your "hex," in like fashion.
13: Move the center north out of your "hex" and roll 1d12.
14-18: Move the center each of the other directions and roll 1d12.
19, 20: Roll twice.
I'd probably just make a transparent template for this and lay it over the map, but the point is that every point the players could possibly occupy has a unique encounter table based on what's nearby and how far away it is. Also, rolling tells you where stuff came from and you can track it back to its origin and all that.
Good? Bad? Indifferent?
EDIT: An illustration:
1,2: North triangle.
3-12: Each of the other triangles in your "hex," in like fashion.
13: Move the center north out of your "hex" and roll 1d12.
14-18: Move the center each of the other directions and roll 1d12.
19, 20: Roll twice.
I'd probably just make a transparent template for this and lay it over the map, but the point is that every point the players could possibly occupy has a unique encounter table based on what's nearby and how far away it is. Also, rolling tells you where stuff came from and you can track it back to its origin and all that.
Good? Bad? Indifferent?
EDIT: An illustration:
Why not triangle maps?
Aucun commentaire:
Enregistrer un commentaire