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Developer Video on Druid/Paladin/Expert Feedback
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<blockquote data-quote="Indaarys" data-source="post: 8969678" data-attributes="member: 7040941"><p>Except what you're doing is <em> comparing</em> that to Natural Explorer, which does a heck of a lot more than just that and goes farther an emphasizing the fantasy than just giving a bonus to two skills.</p><p></p><p></p><p></p><p>I would count on the DM to design a world with verisimilitude and to not be coy about describing whats most common in a continent the character lives. </p><p></p><p>I noted earlier that these rules mesh better with Hex Crawls. For one, the entire point of a Hex Crawl is to actively navigate it, and not to throw out the entire thing just because a player <strong><em> situationally</em></strong> has an answer for some of the potential negative cconsequences. </p><p></p><p>And for two, a well done Hex Crawl doesn't qualify if the DM designed it as a giant blob of the exact same terrain in all directions. </p><p></p><p>So, as a result, any <strong><em>meaningfully long </em></strong>journey done via a Hex Crawl should be crossing through a variety of terrains. When the navigator gets lost, you still end up in another tile, losing some time as that is extra distance travelled, but you don't lose additional time (as the getting lost mechanics state) because the Ranger knows you got lost and lets you immediately get back on the path. Which in turn all makes navigating very critical when passing through tiles the Ranger isn't specialized in, thus maintaining the overall challenge of navigating a large wilderness. </p><p></p><p>Outlander doesn't do any of that. Outlander effectively gives you the benefits of a map without needing one on hand, but it still requires having been there or to have seen a map of the area. </p><p></p><p>You still have to navigate, you can still get lost, you still lose time. </p><p></p><p></p><p></p><p>The language used is effectively identical to that of the Easy DC on the foraging table. What Outlander describes as its requirements for that feature do not fit the descriptions for the medium or hard DCs. </p><p></p><p>Also really important to note as a general aside that when interpreting unclear rules, you really need to be leaning towards interpretations that make the game work, and as far away as possible from interpretations that break the game. </p><p></p><p>We can all warble about how the rules shouldn't be unclear, but they are, and unclear rules aren't an excuse to run a poor game.</p></blockquote><p></p>
[QUOTE="Indaarys, post: 8969678, member: 7040941"] Except what you're doing is [I] comparing[/I] that to Natural Explorer, which does a heck of a lot more than just that and goes farther an emphasizing the fantasy than just giving a bonus to two skills. I would count on the DM to design a world with verisimilitude and to not be coy about describing whats most common in a continent the character lives. I noted earlier that these rules mesh better with Hex Crawls. For one, the entire point of a Hex Crawl is to actively navigate it, and not to throw out the entire thing just because a player [B][I] situationally[/I][/B] has an answer for some of the potential negative cconsequences. And for two, a well done Hex Crawl doesn't qualify if the DM designed it as a giant blob of the exact same terrain in all directions. So, as a result, any [B][I]meaningfully long [/I][/B]journey done via a Hex Crawl should be crossing through a variety of terrains. When the navigator gets lost, you still end up in another tile, losing some time as that is extra distance travelled, but you don't lose additional time (as the getting lost mechanics state) because the Ranger knows you got lost and lets you immediately get back on the path. Which in turn all makes navigating very critical when passing through tiles the Ranger isn't specialized in, thus maintaining the overall challenge of navigating a large wilderness. Outlander doesn't do any of that. Outlander effectively gives you the benefits of a map without needing one on hand, but it still requires having been there or to have seen a map of the area. You still have to navigate, you can still get lost, you still lose time. The language used is effectively identical to that of the Easy DC on the foraging table. What Outlander describes as its requirements for that feature do not fit the descriptions for the medium or hard DCs. Also really important to note as a general aside that when interpreting unclear rules, you really need to be leaning towards interpretations that make the game work, and as far away as possible from interpretations that break the game. We can all warble about how the rules shouldn't be unclear, but they are, and unclear rules aren't an excuse to run a poor game. [/QUOTE]
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