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Do your players map?
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<blockquote data-quote="iserith" data-source="post: 7893304" data-attributes="member: 97077"><p>This is the rule I generally use for mapping the wilderness if the scenario involves overland travel:</p><p></p><p style="margin-left: 20px"><strong><em>Map.</em></strong> If there is no strong wind or precipitation, you can draw a map that records the group's progress and helps your party get back on course if you get lost. No ability check is required, but you must have training in cartographer's tools, be in possession of said tools, and have both hands free while doing it. Once you have created an accurate map between two points of interest, make a note of this map in your equipment list. It provides advantage to any ability checks to navigate while traveling in the mapped area.</p><p></p><p>In a dungeon, strong wind or precipitation is generally not a concern, but having two hands free is. This can be a tough choice for characters with shields or other objects that they'd prefer be held at all times given that the potential for combat lurks around every corner. While there's generally no navigation required in my games for getting around a dungeon, often I'll make a source map of the dungeon worth gold and so they have to weigh the risk of being less prepared for combat against the gold they can earn for mapping.</p></blockquote><p></p>
[QUOTE="iserith, post: 7893304, member: 97077"] This is the rule I generally use for mapping the wilderness if the scenario involves overland travel: [INDENT][B][I]Map.[/I][/B] If there is no strong wind or precipitation, you can draw a map that records the group's progress and helps your party get back on course if you get lost. No ability check is required, but you must have training in cartographer's tools, be in possession of said tools, and have both hands free while doing it. Once you have created an accurate map between two points of interest, make a note of this map in your equipment list. It provides advantage to any ability checks to navigate while traveling in the mapped area.[/INDENT] In a dungeon, strong wind or precipitation is generally not a concern, but having two hands free is. This can be a tough choice for characters with shields or other objects that they'd prefer be held at all times given that the potential for combat lurks around every corner. While there's generally no navigation required in my games for getting around a dungeon, often I'll make a source map of the dungeon worth gold and so they have to weigh the risk of being less prepared for combat against the gold they can earn for mapping. [/QUOTE]
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