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<blockquote data-quote="pemerton" data-source="post: 7322100" data-attributes="member: 42582"><p>Alternatively: "I guess I remember which turns I've taken, and the approximate distance between them, and tell the rest of the party when I get back to them." Traditionally many druids have a decent WIS, and hence (presumably) a reaonable sense of direction, and so can remember where they've travelled and tell others about it.</p><p></p><p>In my experience, spiders can scuttle in reasonably straight lines over interior surfaces - they don't seem to get "lost" and wander around aimlessly in circles. I don't see why a druid spider, who probably has above average WIS and doesn't necessariy have INT as a dump stat, and who (at least in many games) will have had ample opportunity during downtime to practice life as a spider, is going to be too confused by the fact that, because as a spider s/he is small and has crappy eyes (is that actuall part of the game rules for spiders? but we'll let that pass), the process of scouting out a corridor is a bit different from what it is for a human.</p><p></p><p>So now we're quibbling over rat form (which can swim, and also climb fairly handily, and is pretty good at squeezing through narrow spaces) vs spider form (which is smaller than a rat, with better climbing but weaker swimming and poorer visual and olfactory senses)? That doesn't seem to me to get even close to addressing the actual issue at hand.</p><p></p><p>Personally I don't think this is a very effective balancing factor.</p><p></p><p>If the player figures that the GM isn't going to want to run a whole solitaire adventure which - if it ends in the death of the lone PC - has the potential to be disruptive of the game as a whole, then the deterrence hasn't worked.</p><p></p><p>Conversely, if the player is deterred then the player only pulls out the ability when the stakes are super-high - and then if it works the strategy has succeeded despite the countervailing factor, while if it fails then the result is that the party is one PC down in a situation of super-high stakes.</p><p></p><p>This is why I think a "gentlemen's agreement" on how to handle the ability is probably a better way to go.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7322100, member: 42582"] Alternatively: "I guess I remember which turns I've taken, and the approximate distance between them, and tell the rest of the party when I get back to them." Traditionally many druids have a decent WIS, and hence (presumably) a reaonable sense of direction, and so can remember where they've travelled and tell others about it. In my experience, spiders can scuttle in reasonably straight lines over interior surfaces - they don't seem to get "lost" and wander around aimlessly in circles. I don't see why a druid spider, who probably has above average WIS and doesn't necessariy have INT as a dump stat, and who (at least in many games) will have had ample opportunity during downtime to practice life as a spider, is going to be too confused by the fact that, because as a spider s/he is small and has crappy eyes (is that actuall part of the game rules for spiders? but we'll let that pass), the process of scouting out a corridor is a bit different from what it is for a human. So now we're quibbling over rat form (which can swim, and also climb fairly handily, and is pretty good at squeezing through narrow spaces) vs spider form (which is smaller than a rat, with better climbing but weaker swimming and poorer visual and olfactory senses)? That doesn't seem to me to get even close to addressing the actual issue at hand. Personally I don't think this is a very effective balancing factor. If the player figures that the GM isn't going to want to run a whole solitaire adventure which - if it ends in the death of the lone PC - has the potential to be disruptive of the game as a whole, then the deterrence hasn't worked. Conversely, if the player is deterred then the player only pulls out the ability when the stakes are super-high - and then if it works the strategy has succeeded despite the countervailing factor, while if it fails then the result is that the party is one PC down in a situation of super-high stakes. This is why I think a "gentlemen's agreement" on how to handle the ability is probably a better way to go. [/QUOTE]
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