Hexploration - Map the Area


Rules Discussion


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

The game mastery guide has a 4 page section on hexploration. For the most part it makes sense, but I'm struggling a bit with some if it.

Mainly I feel like there are some missing pieces. For instance, Map the Area says that a success means that "the DC of any check to navigate that hex is reduced by 2." But neither the GMG nor the CRB give any examples of navigating a hex. It almost feels like they were going to have rules for making each individual hex more interesting (including a need to make survival checks to navigate) but forgot to put them in. As-is since you can't make a map without first investing time in reconnoitering, I am struggling to see the point.

What am I missing?


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I went ahead and also read the CRB regarding terraint types and their effects. They say nothing that I could find about navigation or survival checks. PF2 doesn't even have some of the survival skill uses from PF1 that could apply, like reducing environmental damage or fatigue.


Pathfinder Lost Omens, Rulebook Subscriber

Maybe it's left open purposely? Cult of Cinders in AoA path has a lot of hexploration and the survival rules, etc were written into the adventure book themed accordingly.


Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I feel that section is best treated as the beginning of a framework that you need to extend. Its about right for a Kingmaker style hex-crawl, of generally known land that needs to be explored/catalogued/claimed,etc. Its less good for true 'unknown' that wants a mix of survival, discovery, and the true risk of getting lost.


Navigating the hex as in moving within or through the hex?

CRB page 479 wrote:
Under Table 9-2: If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress.
CRB page 513 wrote:
Mountain => Cliffs: Cliffs and rock walls require creatures to Climb to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage.
CRB page 513 wrote:
Cliff proficiency DC Band => Trained to master (table 10-12).

So if your party is travelling across some mountains and traversing some cliffs your GM will usually call for Climb checks every hour, setting the DC in between trained and master proficiency levels (page 503, table 10-4).

And if you have a good map of the area those DC's will be lessened by 2.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
bearcatbd wrote:
Maybe it's left open purposely? Cult of Cinders in AoA path has a lot of hexploration and the survival rules, etc were written into the adventure book themed accordingly.

Prepping to run that exact section of the book is what had me looking at the Hexploration rules. :)

NielsenE wrote:
I feel that section is best treated as the beginning of a framework that you need to extend. Its about right for a Kingmaker style hex-crawl, of generally known land that needs to be explored/catalogued/claimed,etc. Its less good for true 'unknown' that wants a mix of survival, discovery, and the true risk of getting lost.

That's what I was getting at. I want to emphasize the wildness and possibility of getting lost in this environment, and I'm not finding anything that helps me do that. Sense Direction helps you when you're lost, and prevents you from getting lost, but I haven't been able to find anything to define the mechanics of being lost.

Ubertron_X wrote:

Navigating the hex as in moving within or through the hex?

CRB page 479 wrote:
Under Table 9-2: If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress.
CRB page 513 wrote:
Mountain => Cliffs: Cliffs and rock walls require creatures to Climb to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage.
CRB page 513 wrote:
Cliff proficiency DC Band => Trained to master (table 10-12).

So if your party is travelling across some mountains and traversing some cliffs your GM will usually call for Climb checks every hour, setting the DC in between trained and master proficiency levels (page 503, table 10-4).

And if you have a good map of the area those DC's will be lessened by 2.

Ah-ha! Thank you. This does help. So on some hexes the map could matter more than others.

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