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 1 Page Tactical Hex Design. Fills in basic elements of a scene, randomizing encounter motivation/combat. Compatible with any Fantasy TTRPG.

Gather a set of TTRPG dice (d4, d6, d8, d10, d12, d20, d00) a blank hex grid and this one-page rule set and you're ready to roll. 

Set the Scene: 

Roll your set of dice on to the hex grid all at once, to create a scene with the corresponding tables. The d4 is rolled only one time, to give a sort of vibe for the scene. The d8, d10, d00 can be rolled multiple times to add flavor or obstacles for the grid-based encounter. The d6, d12, and d20 are considered your encounters/monsters. 

Combat:

Once the scene is set, it is time to replace the dice with whatever tools you have in your solo toolbox. Use miniatures, blocks, anything works. I use Legos with an example down below.  Using your chosen TTRPG rules, start combat initiative. Using d12 and the corresponding table can add a little more depth to your hex grid battle. With multiple PCs, roll a d6 to figure who the encounter/monster is fighting. Continue until one party flees or dies.

Optional Rule:

Add a little more uncertainty by giving a moral check during combat. Chose which mode you would like to play and roll a d20 every 3rd encounter turn. Good luck! 

Example: 

Using the minimalist approach, I rolled on my hex grid and replaced the dice with my visual markers. I added a few more pieces to add continuity to the scene like adding an additional pillars and extending the stream. I placed my PCs on one side of the hex grid and started the battle! 

PC1 = Yellow

PC2 = Pink

Pillars = Gray

Tent = Orange 

Pond = Blue

Trees = Green/Brown

Stream = Blue/Tan

Enemy Encounters = Red

*I would love to see different examples from the community*

Acknowledgments:  Image by Albert Robida (Public Domain) 

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Tactical Random Design Ancient Shell final.pdf 343 kB

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