Ohh the Nentir Vale - Moon Hills example that Mearls had showed a screenshot of before. Nice.
If the characters have directions, I'd give them advantage when rolling against the Navigation DC. For example, if they had directions to a destination that lacks a path but is in a dense forest, I'd give them advantage and set the Navigation DC at 15.As is usual for me, I've only read the first page of comments, so someone else may have already made the point I'm about to.
What if the characters have DIRECTIONS? That is not mentioned in the article, and should have an effect on the DC. And where's the forth part of the rules, camping?
The big flaw in "navigation DC" is - so let's assume the characters roll bad on this one. They don't reach their destination. Nothing happens. Passivity. Passivitiy is never good. Much better if a bad roll means "you reach your destination, BUT - " and those BUT's can be really big (you reach the secret cavern, but your antagonist was faster, and now you are there in front of his WHOLE ARMY - how do you plan to get into the cave without him noticing? Something like that... though that was just quickly made up...).
As is usual for me, I've only read the first page of comments, so someone else may have already made the point I'm about to.
What if the characters have DIRECTIONS? That is not mentioned in the article, and should have an effect on the DC. And where's the forth part of the rules, camping?
If the characters are seeking a specific location, use the DCs on the table. Characters who become lost must make a check to navigate to a destination, even if they have a map or know the path from having made a prior visit.
The big flaw in "navigation DC" is - so let's assume the characters roll bad on this one. They don't reach their destination. Nothing happens.
Hmm. Maybe you read a different UA than I did. I never saw a part where it said they never reach their destination.
My play-style is such that I like random encounters and random events. I find that if I try to derive everything from my own internal concept of the story, I tend to fall into the same tropes and situations I'm used to and comfortable with. Sometimes the dice present situations I would never think of on my own.
What's the advantage of random encounter over you just DEFINE what the situation is? Who they encounter. What happens. No need to roll for it.
What's the advantage of random encounter over you just DEFINE what the situation is? Who they encounter. What happens. No need to roll for it.