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Many PCs are content to live as mercenaries or treasure hunters, no interest in being responsible for the health and well-being of subjects for these characters, a kingdom is simply a place they pass through on the way to the next adventure. Ruling a kingdom is a complex and difficult task, one undertaken only by the very ambitious.
If you find a term you’re not familiar with, check the Kingdom Terminology section or refer to the Overview for a better idea of where you can find that information. If this is your first time reading these rules, start with the section on Founding a Settlement and read the rest of the kingdom-building rules in order. Each turn has four phases which you resolve in order: the Upkeep Phase, where you pay the kingdom’s bills the Edict Phase, where you levy taxes and build improvements the Income Phase, where you collect taxes and the Events Phase, where you see if something especially good or bad happens to your kingdom. a kingdom turn takes 1 month of game time.
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Running a kingdom takes place over a series of turns, similar to how combat takes place over a series of rounds. While it is possible to convert gp into BP and back again, for the most part you’ll just be spending BP to run your kingdom. Instead of using gold pieces, a kingdom uses a type of currency called build points (BP), which represent actual cash, labor, expertise, and raw materials. For example, having a High Priest makes your kingdom more stable and your citizens more loyal, and having a Treasurer makes your kingdom more profitable. The leaders provide bonuses on rolls you make to manage the kingdom’s economy and other important issues. You and the other PCs take specific roles in leading your kingdom, such as Ruler, High Priest, General, and so on. Use the kingdom sheet to track the statistics of your kingdom, just as you use a character sheet to track the statistics of your character. What you build in a hex or a settlement affects the economy of your kingdom, the loyalty of your citizens, the stability of the government, and the likeliness that kingdom will fall into chaos when citizens worry about monster attacks and other threats. With building a kingdom, you begin by founding a small settlement-such as a village or town-and expand your territory outward, claiming nearby hexes, founding additional settlements, and constructing buildings within those settlements. Ruling a Kingdom Kingdom Building Quick Reference As with a normal campaign, the GM is the final arbiter of the rules, and can make adjustments to events as necessary for the campaign. Likewise, a settlement with more magic shops than houses and businesses may slowly become a ghost town as all the normal citizens move elsewhere out of superstitious fear.
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For example, players may decide to construct a city full of graveyards because of the bonuses they provide to the city, but if the GM believes that is unreasonable, he could decide that the city is prone to frequent undead attacks. While players running a kingdom should be allowed to read these rules (having them do so makes much of the kingdom building easier for the GM), the players shouldn’t think they can abuse these rules to exploit weird corner cases. Most of the decisions are in the hands of the players, and these rules are written with that assumption, using terms like “your kingdom” and “your army.” However, the GM is still in charge of the campaign, and is expected to make judgments about the repercussions of player decisions. This section uses “kingdom” as a universal term to represent all kinds of domains, regardless of size, form of government, and gender of the ruler. This section presents rules for building a kingdom and waging war that focus on the larger tactics of city planning and troop strategy rather than managing details of individual settlers and soldiers. Others lead soldiers into battle, waging great and terrible wars.
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Full HTML5 support, Windows version on Itch.io.All the content you create with it can be used any way you want, including in commercial products.
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You can still access the old Flash-based version (source code available on GitHub) From 2013 to 2020, the “Cthulhu manor” demo map shows the evolutions of RPG Map Commercial use My approach is to make an easy to use tool to create beautiful maps quickly.
It’s born from the fact that most existing tools were either looking bad or were simply overly complex to use. RPG Map is a tool I’ve built to make maps for my tabletop RPG sessions, with my friends.