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<blockquote data-quote="MoutonRustique" data-source="post: 6428052" data-attributes="member: 22362"><p>To build on what @PrimitiveScrewhead is saying</p><p></p><p>Also Stealth to scout ahead or pass a group undetected.</p><p></p><p>Nothing much to add - only to be liberal in the interpretation of some utility powers (or even combat powers).</p><p></p><p>I'm not sure I'd use this approach - but I'd <em>sell it</em> like this is what is happening. Personnaly (and it might actually amount to the same thing...) I'd lower the DCs and the number of foes/environmental damage incurred on a failure during phase 3.</p><p></p><p>I'd like to add that <em>environmental effects</em> should also be taken into account and, depending on your overall approach, might even be easier to use.</p><p></p><p>With regards to these situations, you have 3 main approaches I've seen work :</p><p>1 - a fairly defined (but adaptable) series of situations which are handled through description and adjudicated through rolls (if they are felt to be required/of use). Each step is "complete" on its own and leads into the other. I believe this is what @PrimitiveScrewhead is proposing.</p><p></p><p>2 - decide the rolls required, have the players roll what they what and then narrate the results to match the results and the intent of the PCs' actions. (This can be "boring" if the group doesn't narrate as a group - but it can also be a cool mini-game to build a story out of the given results.)</p><p></p><p>3 - a "disembodied" approach where the players have or make-up minimal information required to pass from each segment to the next with everything remaining sort of "in-flux" until the final tally is made and then the story is sort of partially retroactively defined to fit the actions and results.</p><p></p><p>If you have a group that can appreciate (2), it can be a great deal of fun and the mechanics can be handled really fast (players roll however many checks are required quickly, save them up and the "use them" as the story unfolds.) But for this approach to be fun, it requires a great deal of buy-in and the right mindset.</p><p></p><p>(3) is my goto method when I'm improvising since I don't need a plan as solid as (1). If you're using this method, you could be upfront with your players and say that they need :</p><ul> <li data-xf-list-type="ul">to find a safe spot, maybe some fresh water, and have it be warm.</li> <li data-xf-list-type="ul">There are creatures they could encounter, some of them are intelligent while others are of animal intelligence.</li> <li data-xf-list-type="ul">They should also take note that there are hazards in these places that might not be immediately manifest such as fumes from fissures, unstable ceilings, poisonous moss or fungi (contact/airborne poison)</li> <li data-xf-list-type="ul">Once they find a place to rest, they'll possibly need to deal with creatures by intimidating them or luring them away from the campsite - only the character(s) on watch will be allow to do this w/o reducing the benefits of the rest.</li> </ul><p>The players then decide how they go about dealing with the elements put forth.</p><p></p><p>In this kind of approach, it feels more organic if there are levels of success - I'd go with something along the lines of : for each failure, the characters regain 2 HS less and one daily than they otherwise could (this could mean that they end up fully "recharged" if they were not completely drained before resting - which I think is fine.)</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6428052, member: 22362"] To build on what @PrimitiveScrewhead is saying Also Stealth to scout ahead or pass a group undetected. Nothing much to add - only to be liberal in the interpretation of some utility powers (or even combat powers). I'm not sure I'd use this approach - but I'd [I]sell it[/I] like this is what is happening. Personnaly (and it might actually amount to the same thing...) I'd lower the DCs and the number of foes/environmental damage incurred on a failure during phase 3. I'd like to add that [I]environmental effects[/I] should also be taken into account and, depending on your overall approach, might even be easier to use. With regards to these situations, you have 3 main approaches I've seen work : 1 - a fairly defined (but adaptable) series of situations which are handled through description and adjudicated through rolls (if they are felt to be required/of use). Each step is "complete" on its own and leads into the other. I believe this is what @PrimitiveScrewhead is proposing. 2 - decide the rolls required, have the players roll what they what and then narrate the results to match the results and the intent of the PCs' actions. (This can be "boring" if the group doesn't narrate as a group - but it can also be a cool mini-game to build a story out of the given results.) 3 - a "disembodied" approach where the players have or make-up minimal information required to pass from each segment to the next with everything remaining sort of "in-flux" until the final tally is made and then the story is sort of partially retroactively defined to fit the actions and results. If you have a group that can appreciate (2), it can be a great deal of fun and the mechanics can be handled really fast (players roll however many checks are required quickly, save them up and the "use them" as the story unfolds.) But for this approach to be fun, it requires a great deal of buy-in and the right mindset. (3) is my goto method when I'm improvising since I don't need a plan as solid as (1). If you're using this method, you could be upfront with your players and say that they need : [LIST] [*]to find a safe spot, maybe some fresh water, and have it be warm. [*]There are creatures they could encounter, some of them are intelligent while others are of animal intelligence. [*]They should also take note that there are hazards in these places that might not be immediately manifest such as fumes from fissures, unstable ceilings, poisonous moss or fungi (contact/airborne poison) [*]Once they find a place to rest, they'll possibly need to deal with creatures by intimidating them or luring them away from the campsite - only the character(s) on watch will be allow to do this w/o reducing the benefits of the rest.[/LIST] The players then decide how they go about dealing with the elements put forth. In this kind of approach, it feels more organic if there are levels of success - I'd go with something along the lines of : for each failure, the characters regain 2 HS less and one daily than they otherwise could (this could mean that they end up fully "recharged" if they were not completely drained before resting - which I think is fine.) [/QUOTE]
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