Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Advanced Journeys &Exploration Challenges
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="evildmguy" data-source="post: 9277446" data-attributes="member: 6092"><p>As I said in another thread, a Ranger dedicated to getting supply could easily get 4 / nightly activity, sometimes more. I couldn't challenge this group on Supply as much as I tried because of this. I don't know if the errata mentioned was used and would affect this. </p><p></p><p>My group also talked about doing Food and Things as different supply types and I think it comes down to each group's own verisimilitude. We ended up not splitting them out because it's another thing to track. It did bug me but I got over it. Equally, I had to present to them times when they do need to use Supply as part of problem solving or a challenge. </p><p></p><p></p><p>I was thinking the same thing with the countdown mechanic or some die pool mechanic. What makes it interesting is that each player can state how much Supply they are willing to risk on some task. Then the die pool is rolled to see how well the obstacle was overcome or not. I also don't like this because now it's a new sub system that has been created to determine something that nothing else uses. It's trying to find how to use what already exists in the game but in a new way for a different type of challenge. </p><p></p><p>As an aside, I don't like that a 6 on a d6 means something is broken. In a system where rolling higher is better, I would prefer that a 1 means it was broken or lost. </p><p></p><p>Looking at the Choking Smoke challenge, it could go like this. It's a 3rd tier challenge and there are four characters, so they need four successes. They are each carrying max Supply at the start so let's say 48. Let's say a 5+ on a d6 is a success. Now the group has to decide how many Supply to use. Each Supply allocated to the challenge is a d6 in the pool. I think the math works out, but don't quote me, that having four times the needed successes of dice in the pool means it will pass. The party knows there will be more challenges but don't want to risk fatigue or strife this early. They put 12d into the pool. Any 6s rolled means that Supply isn't used up. </p><p></p><p>Now, I just created a Shadowrun challenge more than an LU challenge. I get that. I want to look at the concepts. The idea is risk/reward. The more Supply they use on a challenge, the more likely it will succeed but they run the risk of running out of Supply. They could use so much Supply as to make it trivial or for some reason so little as to make it impossible. </p><p></p><p>Think about this in LU, it's a group check. Using no Supply confers disadvantage. Using 1 Supply is a normal check. Using 2 Supply gives prof bonus, if not skilled, or increase/add expertise die if skilled. Each Supply after that increases expertise die. Max Supply used on a challenge is equal to its tier (+1 to account for tier 0?). My thinking here is Supply is showing how much a character might have to compensate for something out of their skill area. The Ranger only needs to use 1 Supply for a Survival challenge, the Wizard only needs to use 1 Supply for an Arcana challenge. </p><p></p><p>This assumes that Supply can overcome the challenge but I think that's fair to assume in this abstracted travel system. In a group of Rangers, they know how to Survive. In the Choking Smoke example, the Rangers know not to breathe as often or always use their face coverings when they do breathe. In the Quicksand challenge, the Rangers know to test their weight before each step. That's reflected in having proficiency with the skill. A group of wizards might come up with an idea but have a lot of waste to make it work, reflected in no proficiency in Survival but they can use Supply to overcome that. </p><p></p><p>I like that. Using Tier + 1 max Supply used means that in the Tier one challenges where a character isn't proficient in the skill can still gain them proficiency bonus at a Supply cost. Of course, now that's making me wonder, when a challenge is done, do all characters roll the same skill? Some challenges allow for more than one, such as the quicksand challenge. Does the group have to pick one skill to use for it? I'm asking because the rules also suggest allowing players to come up with inventive solutions. If they always get to roll at least a skill they have proficiency, does that make a challenge too easy? </p><p></p><p>Okay, this is just a wall of text. Maybe it gave someone ideas.</p></blockquote><p></p>
[QUOTE="evildmguy, post: 9277446, member: 6092"] As I said in another thread, a Ranger dedicated to getting supply could easily get 4 / nightly activity, sometimes more. I couldn't challenge this group on Supply as much as I tried because of this. I don't know if the errata mentioned was used and would affect this. My group also talked about doing Food and Things as different supply types and I think it comes down to each group's own verisimilitude. We ended up not splitting them out because it's another thing to track. It did bug me but I got over it. Equally, I had to present to them times when they do need to use Supply as part of problem solving or a challenge. I was thinking the same thing with the countdown mechanic or some die pool mechanic. What makes it interesting is that each player can state how much Supply they are willing to risk on some task. Then the die pool is rolled to see how well the obstacle was overcome or not. I also don't like this because now it's a new sub system that has been created to determine something that nothing else uses. It's trying to find how to use what already exists in the game but in a new way for a different type of challenge. As an aside, I don't like that a 6 on a d6 means something is broken. In a system where rolling higher is better, I would prefer that a 1 means it was broken or lost. Looking at the Choking Smoke challenge, it could go like this. It's a 3rd tier challenge and there are four characters, so they need four successes. They are each carrying max Supply at the start so let's say 48. Let's say a 5+ on a d6 is a success. Now the group has to decide how many Supply to use. Each Supply allocated to the challenge is a d6 in the pool. I think the math works out, but don't quote me, that having four times the needed successes of dice in the pool means it will pass. The party knows there will be more challenges but don't want to risk fatigue or strife this early. They put 12d into the pool. Any 6s rolled means that Supply isn't used up. Now, I just created a Shadowrun challenge more than an LU challenge. I get that. I want to look at the concepts. The idea is risk/reward. The more Supply they use on a challenge, the more likely it will succeed but they run the risk of running out of Supply. They could use so much Supply as to make it trivial or for some reason so little as to make it impossible. Think about this in LU, it's a group check. Using no Supply confers disadvantage. Using 1 Supply is a normal check. Using 2 Supply gives prof bonus, if not skilled, or increase/add expertise die if skilled. Each Supply after that increases expertise die. Max Supply used on a challenge is equal to its tier (+1 to account for tier 0?). My thinking here is Supply is showing how much a character might have to compensate for something out of their skill area. The Ranger only needs to use 1 Supply for a Survival challenge, the Wizard only needs to use 1 Supply for an Arcana challenge. This assumes that Supply can overcome the challenge but I think that's fair to assume in this abstracted travel system. In a group of Rangers, they know how to Survive. In the Choking Smoke example, the Rangers know not to breathe as often or always use their face coverings when they do breathe. In the Quicksand challenge, the Rangers know to test their weight before each step. That's reflected in having proficiency with the skill. A group of wizards might come up with an idea but have a lot of waste to make it work, reflected in no proficiency in Survival but they can use Supply to overcome that. I like that. Using Tier + 1 max Supply used means that in the Tier one challenges where a character isn't proficient in the skill can still gain them proficiency bonus at a Supply cost. Of course, now that's making me wonder, when a challenge is done, do all characters roll the same skill? Some challenges allow for more than one, such as the quicksand challenge. Does the group have to pick one skill to use for it? I'm asking because the rules also suggest allowing players to come up with inventive solutions. If they always get to roll at least a skill they have proficiency, does that make a challenge too easy? Okay, this is just a wall of text. Maybe it gave someone ideas. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Advanced Journeys &Exploration Challenges
Top