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[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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<blockquote data-quote="UngainlyTitan" data-source="post: 9258141" data-attributes="member: 28487"><p>After some consideration I decided to give this a more serious reply. Some time ago I started a project to convert a DM Screen into a mod for FantasyGrounds so I would have ready access to all the tables and info in a short collection of links.</p><p>When I saw the DCs for navigation I stood up and ranted at the walls for 20 minutes. "This not how navigation works." It is a process not an one and done skill check. Also terrain types as defined in D&D, (Mountain, hills, grass, costal, desert and arctic) is completely meaningless. There are mountains in some deserts that are also deserts and some that are not. It is conflating biomes and terrain and topology.</p><p>For navigation, if one is leaving the Gap of Rohan heading for Tharbad and there is no road then the sensible thing would be to bear slightly east of north west and hit the Greyflood west of the town. If one arrives at swampy ground then one is likely too far east and needs to head west a bit before resuming north.</p><p>This ignorance of some very simple basics that started me off on what is needed for exploration and journeys in D&D. Thinking about it I realised that the real world practicalities of navigation and trekking is not actually that relevant except for informing encounters and narrative.</p><p>There are journeys along known and settles routes, journeys along a researched route, there one can get into trouble but only if one pushes past the limit of supply.</p><p>Then there is systemic exploration.</p><p></p><p>Edit: That said the games need a better more nuanced list of lands. The ones for the UA druid are promising.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 9258141, member: 28487"] After some consideration I decided to give this a more serious reply. Some time ago I started a project to convert a DM Screen into a mod for FantasyGrounds so I would have ready access to all the tables and info in a short collection of links. When I saw the DCs for navigation I stood up and ranted at the walls for 20 minutes. "This not how navigation works." It is a process not an one and done skill check. Also terrain types as defined in D&D, (Mountain, hills, grass, costal, desert and arctic) is completely meaningless. There are mountains in some deserts that are also deserts and some that are not. It is conflating biomes and terrain and topology. For navigation, if one is leaving the Gap of Rohan heading for Tharbad and there is no road then the sensible thing would be to bear slightly east of north west and hit the Greyflood west of the town. If one arrives at swampy ground then one is likely too far east and needs to head west a bit before resuming north. This ignorance of some very simple basics that started me off on what is needed for exploration and journeys in D&D. Thinking about it I realised that the real world practicalities of navigation and trekking is not actually that relevant except for informing encounters and narrative. There are journeys along known and settles routes, journeys along a researched route, there one can get into trouble but only if one pushes past the limit of supply. Then there is systemic exploration. Edit: That said the games need a better more nuanced list of lands. The ones for the UA druid are promising. [/QUOTE]
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[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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