Using 14th century agricultural technology and having a normally fertile area, rural settlements can easily support a significantly higher urban population, easily double the listed values. For fertile areas (like the Mediterranean) the urban population could reach like 25-30%, pre-plague and renaissance Italy and Spain had several large cities and a smattering of smaller ones. ]]>

For example, in xD&D, movement rates are based on multiples of 3, so a matching hex scale makes the math easy when determining how far a party can move in the wilderness. For example, daily mileage in Cook’s Expert D&D is a PC’s movement rate (30′, 60′, 90′ or 120′) divided by 5 (X19). This always gives a multiple of 6: 30/5 = 6; 60/5 = 12; 90/5 = 18; 120/5 = 24. A 6-mile hex makes it very easy to see how far a character can travel in a day.

In systems where movement is based on multiples of 5 (like Chimera), a 5-mile hex does the same thing. I’d offer that a 5-mile hex also has the advantage of intuitive math – we’re arguably more used to counting things off by fives than by sixes – so when viewing hex maps at that scale, it may also be a little easier for us to understand distances.

It’s certainly possible to create 6-mile versions of the hex templates here, but I have to confess that it’s not a priority for me, given available time. However, if there’s enough demand, I could be persuaded to bump it up on the list.

]]>Each pistol has an effective range, based on Internet research. (dubious, but most are from the same source, so the numbers should be at least relatively accurate)

At the effective range they have a Ballistics-Damage-Severity rating and a Max Rate of fire. Accuracy is assumed if within this range firing at a non-moving target, while you yourself are not moving. I use d% rolls to hit. Range categories are in increments of the Effective range. B-D-S is reduced by one for each range increment, a -50% chance to hit is applied for each range category, and/or if your target is moving, and/or if you are moving. If you decrease rate of fire, you can compensate for poor chance to hit. This means that if you fire 3 shots per second with your pistol, while you are running between cover, while firing outside effective range, at a moving opponent, you’ll have a -150% chance to hit mod. = ouch! Or, you reduce to 1 shot per second fire rate and knock one -50% off = -100%. Or, go to the third rate of fire of 1 shot per 2 second to shave another -50% off = -50% miss chance… You add base skill chances to these rolls of about 25%. Also, things like stress also reduce chance to hit. I don’t use rounds for attacks either, I use ‘exchanges’ that initiate when someone does something, like run between cover and end when they reach that cover, die, or all involve empty their clip, which is why I use shots per second and movement in yards per second… ]]>

Thank you.

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