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Emulating exploration without the hexcrawl
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5825293" data-attributes="member: 20805"><p>Semi related note, I am prepping for a session in which the PCs have to get from point A to point B. In this case its only about 10 miles and they will be able to make out their destination from their starting point.</p><p></p><p> What I have decided to do, partially based on this thread, is map out on a hex sheet the area and then use <a href="http://www.enworld.org/showthread.php?p=5291439#post5291439" target="_blank">'Lethal Obsidian'</a> skill challenges for each hour of travel. There will be a couple of different paths {mountains, plains, guarded road, river, overland flight} that the players can debate and chose from.. and even switch from one to the other if needed. Each path has its advantages and disadvantages, generally trading speed for danger {flying is fastest but alerts everyone ahead of them, the mountain is slowest and they can gain surprise easily}. Tension is sustained by having an event halfway through that changes their timeline.</p><p></p><p> I think in Henry's case he is looking more for "we are not sure where to go" style adventure that blunders into things occasionally on the way to Point B. Skill challenges can still work with a mix of social {research best route from locals} to physical {climb the cliffs of insanity} and occasional combat.</p><p></p><p> One of the keys, IMHO, of skill challenges is that they should not always result in combat.. but rather change the face of the future set-piece encounter. In my session, being late means the bad guys are on the move and more alert. Being early means the bad guys are breaking camp and occupied. It will be worth burning some healing surges on the way to be early.. but not too many as the fight is truely epic <img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5825293, member: 20805"] Semi related note, I am prepping for a session in which the PCs have to get from point A to point B. In this case its only about 10 miles and they will be able to make out their destination from their starting point. What I have decided to do, partially based on this thread, is map out on a hex sheet the area and then use [url=http://www.enworld.org/showthread.php?p=5291439#post5291439]'Lethal Obsidian'[/url] skill challenges for each hour of travel. There will be a couple of different paths {mountains, plains, guarded road, river, overland flight} that the players can debate and chose from.. and even switch from one to the other if needed. Each path has its advantages and disadvantages, generally trading speed for danger {flying is fastest but alerts everyone ahead of them, the mountain is slowest and they can gain surprise easily}. Tension is sustained by having an event halfway through that changes their timeline. I think in Henry's case he is looking more for "we are not sure where to go" style adventure that blunders into things occasionally on the way to Point B. Skill challenges can still work with a mix of social {research best route from locals} to physical {climb the cliffs of insanity} and occasional combat. One of the keys, IMHO, of skill challenges is that they should not always result in combat.. but rather change the face of the future set-piece encounter. In my session, being late means the bad guys are on the move and more alert. Being early means the bad guys are breaking camp and occupied. It will be worth burning some healing surges on the way to be early.. but not too many as the fight is truely epic :angel: [/QUOTE]
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