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Emulating exploration without the hexcrawl
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<blockquote data-quote="Storminator" data-source="post: 5824246" data-attributes="member: 305"><p>I'll string together the extreme examples of failing the skill challenge:</p><p></p><p>You want to head north. You're in moderately wooded terrain, walking on the side of a hill that slopes down to the east. One PC fails a nature check, so the group is heading a bit too far east. The group fails a group endurance check, so the whole group tends to walk downhill over time, and ends up heading even farther east, compounding the error. Then, coming upon and attempting to cross a river, one PC fails the athletics check and gets swept down river. The rest of the group swims after the lost PC, eventually saving them and washing up on the east bank of the river, far down stream.</p><p></p><p>You've failed the skill challenge, and you're off by one hex to the east, on the wrong side of the river.</p><p></p><p>Seems like it would be pretty easy to either stretch or compress the time/distance per challenge to get the pace you want for your exploration. You could even do something like 1 challenge for 3 hexes of plains vs 1 challenge for 1 hex of woods vs 1 (higher complexity) challenge for 1 hex of mountains.</p><p></p><p>I've done a couple dungeon crawls where all the exploration part was covered by skill challenges, and it worked out pretty well.</p><p></p><p>PS</p></blockquote><p></p>
[QUOTE="Storminator, post: 5824246, member: 305"] I'll string together the extreme examples of failing the skill challenge: You want to head north. You're in moderately wooded terrain, walking on the side of a hill that slopes down to the east. One PC fails a nature check, so the group is heading a bit too far east. The group fails a group endurance check, so the whole group tends to walk downhill over time, and ends up heading even farther east, compounding the error. Then, coming upon and attempting to cross a river, one PC fails the athletics check and gets swept down river. The rest of the group swims after the lost PC, eventually saving them and washing up on the east bank of the river, far down stream. You've failed the skill challenge, and you're off by one hex to the east, on the wrong side of the river. Seems like it would be pretty easy to either stretch or compress the time/distance per challenge to get the pace you want for your exploration. You could even do something like 1 challenge for 3 hexes of plains vs 1 challenge for 1 hex of woods vs 1 (higher complexity) challenge for 1 hex of mountains. I've done a couple dungeon crawls where all the exploration part was covered by skill challenges, and it worked out pretty well. PS [/QUOTE]
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