Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Simple rules for sea travel (feedback wanted)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="xoth.publishing" data-source="post: 9083769" data-attributes="member: 6986003"><p>I like group checks and how everybody can contribute, but for this mini-game I feel it would perhaps complicate things too much, and/or perhaps it would become repetitive with the same actions proposed every day.</p><p></p><p></p><p></p><p>I think we actually agree. It's not that you make the (same) lock more difficult to pick at higher levels. The lock found on the local merchant's door is always DC 15, and the noble's vault is always DC 25 (or whatever), it's just that low-level PCs are more likely to rob the merchant and high-level PCs go for the vault. If the high-level PCs decide to rob the merchant, it would still be DC 15 and the GM might not even require a roll.</p><p></p><p>And as you mention, high-level PCs would typically (but not always/necessarily) go to more exotic places via more dangerous environments, something which can be modelled by having different skill check DCs for different areas/environments (for example, DC 12 to sail through the "Middle Azure Sea" and DC 22 to sail through the "Red Kraken Sea of the North" or whatever).</p><p></p><p></p><p></p><p>Yes, in a standard D&D campaign with teleportation, flying, etc. Whereas in a swords and sorcery campaign with restricted spell lists, a ship is still a major asset <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="xoth.publishing, post: 9083769, member: 6986003"] I like group checks and how everybody can contribute, but for this mini-game I feel it would perhaps complicate things too much, and/or perhaps it would become repetitive with the same actions proposed every day. I think we actually agree. It's not that you make the (same) lock more difficult to pick at higher levels. The lock found on the local merchant's door is always DC 15, and the noble's vault is always DC 25 (or whatever), it's just that low-level PCs are more likely to rob the merchant and high-level PCs go for the vault. If the high-level PCs decide to rob the merchant, it would still be DC 15 and the GM might not even require a roll. And as you mention, high-level PCs would typically (but not always/necessarily) go to more exotic places via more dangerous environments, something which can be modelled by having different skill check DCs for different areas/environments (for example, DC 12 to sail through the "Middle Azure Sea" and DC 22 to sail through the "Red Kraken Sea of the North" or whatever). Yes, in a standard D&D campaign with teleportation, flying, etc. Whereas in a swords and sorcery campaign with restricted spell lists, a ship is still a major asset :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Simple rules for sea travel (feedback wanted)
Top