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The Hexflower

The hexflower is a randomized chart placed on a spatial grid. In a normal randomized chart, any one outcome is not affected by the previous outcome. When using hexflowers, the current 'position' on the chart influences the potential outcomes for the next roll. By placing a token in the middle and moving it with according dice rolls, you can simulate some interesting outcome patterns. The game creator over at Goblin's Henchman is behind the hexflower concept, and for the deeper dive you should check our their Hexflower Cookbook.

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(Turtle ocarina for scale)

M

N

G

H

R

E

L

O

A

B

C

D

F

K

P

S

I

J

Q

2,3

6,7

8,9

4,5

10,11

12

Roll 2d6

Start by placing a token in the center Hex, Hex M. Make a 2d6 roll, and move the token one hex in the direction indicated by the key below. If the token goes off the edge, it 'wraps around' to the hex on the opposite side that is in line with the token's movement. For example, from Hex O, a 2 goes to S, a 4 goes to A, and a 6 goes to E.

 

Additional lines placed just outside the hexflower's border indicate places where the token cannot wrap around. In this case, a replacement roll can be made, or it can be ruled that the token does not move.

 

The probability of these outcomes causes the token to gradually shift down and to the left over many rolls. When designing a hexflower in this way, put more likely outcomes at the bottom and to a lesser extent the left, and place less likely outcomes at the top and also the right. Rolling on the charts below once or several times per game day creates an oscillating pattern that simulates weather shifts in a satisfying way.

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Summer Hexflower

 

A. High winds

B. Hail

C. Wild weather

D. Thunderstorm

E. Rainy

F. Windy

G. Mild

H. Overcast

I. Sun showers

J. Drizzle

K. Hot winds

L. Balmy

M. Still

N. Partly cloudy

O. Muggy

P. Hot

Q. Sunny

R. Humid

S. Scalding

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Winter Hexflower

 

A. Squalls

B. Blizzard

C. Wild weather

D. Unseasonably warm

E. Clear

F. Windy

G. Nippy

H. Sleet

I. Mild

J. Rain

K. Frigid

L. Cold

M. Still

N. Overcast

O. Foggy

P. Icy

Q. Light snow

R. Hail

S. Heavy snow

Example

 

It's the 9th Big Day of Yorm, Year 259, and we want to know the weather on this late summer's eve. Let's add some randomization to our first outcome by rolling 2D6 three times. I rolled 7, 8, and 10. The token begins on Hex M and ends on Hex K, 'Hot winds'. On the 9th Big Day in Yorm, the weather was hot and windy.

 

At this point we can roll once for each additional day. I roll a 4 and move from Hex K to Hex P, and the weather on the 9th Good Day of Yorm is hot. Well, I suppose it's important to soak up that summer warmth before fall rolls around (fall hexflower in development).

Now for the big one. I cross my fingers, but unfortunately roll a 9. The token wraps around to Hex J. We've forecasted drizzle for the Fruit Day festivities this year. T'choll's hole.

In this way, you can quickly roll weeks and months worth of weather, almanac style. Your players simultaneously be impressed and worried about you.

Bonus

 

While participating as a player in a public game (shout-out Travis), I developed a new type of hexflower. The following hexflower simulates a martial art form developed by Cloudheron, 4th General the Buespari Windway, and it is intended to be used in combat. Each hex has a different combat modifier or special move. To balance the bonuses given through the hexes, the background colors indicates a tactical limitations by which Cloudheron must abide while in that stance (hex). In order to simulate the windcleric's unpredictable fighting style, roll with one 1d6, so any direction is equally likely. I haven't translated all of the outcomes into game mechanics, but they're easy to envision. Like the weather hexes, the inner ring of hexes are relatively mild conditions, while the outer ring has more extreme outcomes. Is it balanced? Probably not.

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2

6

3

4

1

5

The Windform

 

A. Flurry of Blows

B. Sand Attack

C. Purify Self

D. High Jump

E. Stunning Strike

F. Doubledash

G. +2 AC

H. Deal 1d4 additional damage

I. +2 to saves

J. Whirling Kick

K. Heal Wounds

L. +2 to hit

M. Still Self

N. Grapple

O. Windwall

P. Freezing Roar

Q. +10 to move

R. Whirling Dervish

S. Sword of Wind

Red Hexes - Must attack

Blue Hexes - Cannot attack

Purple Hexes - Must use full movement

Green Hexes - Cannot move

Grey - Must take no action, may exit the windform

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