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Into the Wild: New Unearthed Arcana Covers Wilderness Exploration
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<blockquote data-quote="pukunui" data-source="post: 7734760" data-attributes="member: 54629"><p>February's <em>Unearthed Arcana</em> from WotC is here, and <a href="https://media.wizards.com/2018/dnd/downloads/UA_IntoTheWild.pdf" target="_blank">covers wilderness exploration</a>. The new optional rules involve breaking travel into four phases: choosing a destination, choosing activities, resolving the activities and travel, and camping; plus a sample wilderness region from Nentir Vale: the Moon Hills region.</p><p>[PRBREAK][/PRBREAK]<p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><a href="https://media.wizards.com/2018/dnd/downloads/UA_IntoTheWild.pdf" target="_blank">[ATTACH=full]111554[/ATTACH]</a></p><p></p><p></p><p></p><p>[hq]"This month, Unearthed Arcana wanders into the wilderness, with new ways to approach outdoor exploration.</p><p></p><p>"The rules for wilderness travel in chapter 5 of the <em>Dungeon Master’s Guide</em> and chapter 8 of the <em>Player’s Handbook</em> allow a DM to track a party’s progress for each hour of travel. Those rules work similarly to the rules for dungeon navigation, in that the players pick a direction and strike off in search of adventure, adjusting their path as they go .... The following approach to wilderness exploration and travel provides a new overlay for the existing rules from the <em>Dungeon Master’s Guide</em> and the <em>Player’s Handbook.</em> They’re built around the idea that the players have a specific destination in mind as the party sets out for the day. They also require that you take a new approach to designing the wilderness regions of your campaign as a DM."[/hq]</p></blockquote><p></p>
[QUOTE="pukunui, post: 7734760, member: 54629"] February's [I]Unearthed Arcana[/I] from WotC is here, and [URL="https://media.wizards.com/2018/dnd/downloads/UA_IntoTheWild.pdf"]covers wilderness exploration[/URL]. The new optional rules involve breaking travel into four phases: choosing a destination, choosing activities, resolving the activities and travel, and camping; plus a sample wilderness region from Nentir Vale: the Moon Hills region. [PRBREAK][/PRBREAK][CENTER] [URL="https://media.wizards.com/2018/dnd/downloads/UA_IntoTheWild.pdf"][ATTACH=FULL]111554[/ATTACH][/URL][/CENTER] [hq]"This month, Unearthed Arcana wanders into the wilderness, with new ways to approach outdoor exploration. "The rules for wilderness travel in chapter 5 of the [I]Dungeon Master’s Guide[/I] and chapter 8 of the [I]Player’s Handbook[/I] allow a DM to track a party’s progress for each hour of travel. Those rules work similarly to the rules for dungeon navigation, in that the players pick a direction and strike off in search of adventure, adjusting their path as they go .... The following approach to wilderness exploration and travel provides a new overlay for the existing rules from the [I]Dungeon Master’s Guide[/I] and the [I]Player’s Handbook.[/I] They’re built around the idea that the players have a specific destination in mind as the party sets out for the day. They also require that you take a new approach to designing the wilderness regions of your campaign as a DM."[/hq] [/QUOTE]
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