Tweaking D&D 5e to run a Hexcrawl
As I mentioned in my last post on player's maps, I’m putting together a wilderness hexcrawl setting for D&D 5e called Langden Mire. I want to give the players a handout on the hexcrawl rules we’ll be using before we start play. I have my own rules sorted out for the hexcrawl (weather, travel, navigation, encounters, encumbrance, etc) which I'll post on here in a few months. However, I was interested in what tweaks I should make to the default D&D 5e rules to smoothly run a hexcrawl. The general consensus from reading blogs seems to be that D&D 5e has specific rules that trivialise the challenges presented by overland exploration (for example, the Ranger’s Natural Explorer ability means Rangers cannot get lost in their chosen environment). However, looking through the books I can only find a few rules that might cause some problems for a hexcrawl, and it seems relatively straightforward to house rule these away. The list of the tweaks I plan to make to default D...