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<blockquote data-quote="ferratus" data-source="post: 6039728" data-attributes="member: 55966"><p>Hell yes. I'm as new-school as the day is long, but there is a reason the 1e DMG is the champ (no, sorry grognards it isn't the Gygaxian prose) but because there is a way to build random dungeon and encounters to cover your ass when the party goes left when you expected them to go right. No random dungeon, no random encounters, no exploratory play. Period.</p><p></p><p></p><p></p><p>Largely this can be avoided by not having class-specific skills. However, it is also important that someone can do scouting duties and still return alive if they fail. </p><p></p><p>1) Make sure the rogue or ranger has a good equipment chapter. When I blow my skill check, I need caltrops, dog pepper, and marbles to slow pursuit and get back to my party. Don't make me wait for my bag of tricks until "Compleat Thief handbook II". A thief's equipment table is as important to him as the weapon table is to a fighter.</p><p></p><p>2) Give me a resource I can spend that I can change a catastrophic failure into a success. 4e had the ability to automatically do a scouting mission and find info in exchange for a healing surge. That was so wonderful, I let rangers and rogues do that at first level, without a feat cost. The healing surge cost kept them from abusing it, but they contributed to exploration in a very meaningful way. </p><p></p><p>Otherwise, people don't scout ahead, even when it makes sense, because the penalty for failure is simply too high. At least when you are blundering ahead blindly, you have your friends to heal and fight with you.</p></blockquote><p></p>
[QUOTE="ferratus, post: 6039728, member: 55966"] Hell yes. I'm as new-school as the day is long, but there is a reason the 1e DMG is the champ (no, sorry grognards it isn't the Gygaxian prose) but because there is a way to build random dungeon and encounters to cover your ass when the party goes left when you expected them to go right. No random dungeon, no random encounters, no exploratory play. Period. Largely this can be avoided by not having class-specific skills. However, it is also important that someone can do scouting duties and still return alive if they fail. 1) Make sure the rogue or ranger has a good equipment chapter. When I blow my skill check, I need caltrops, dog pepper, and marbles to slow pursuit and get back to my party. Don't make me wait for my bag of tricks until "Compleat Thief handbook II". A thief's equipment table is as important to him as the weapon table is to a fighter. 2) Give me a resource I can spend that I can change a catastrophic failure into a success. 4e had the ability to automatically do a scouting mission and find info in exchange for a healing surge. That was so wonderful, I let rangers and rogues do that at first level, without a feat cost. The healing surge cost kept them from abusing it, but they contributed to exploration in a very meaningful way. Otherwise, people don't scout ahead, even when it makes sense, because the penalty for failure is simply too high. At least when you are blundering ahead blindly, you have your friends to heal and fight with you. [/QUOTE]
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