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<blockquote data-quote="Primitive Screwhead" data-source="post: 6040533" data-attributes="member: 20805"><p>I agree that Next should improve the exploration aspect of crunchyness, but that goes beyond 'fixing' the skill challenge concept {Which Stalker0's version does pretty well}</p><p></p><p>The things I would like, and likely to house rule if they are not there...</p><p></p><p>hex-crawl style setting maps: with guidelines regarding population density per hex and each hex having a few key sites. Modules set the dungeon into a hex, so that you have the exploring built into published adventures {assuming you get to explore the hex to find the dungeon.</p><p></p><p>Random generation to flesh out the hex with terrain, flora, and fauna.</p><p></p><p>Terrain and climate rules that impact on exploration and help to build the world.</p><p></p><p>'Camping' rules for extended rests. Instead of saying '8 hours and all better', make the extended rest into a skill challenge with degrees of success. Renting rooms at the inn get auto-success and when outside it gets more difficult to completely recover.</p><p></p><p>Encumbrance rules, like the ones in the playtest material </p><p></p><p>Rules for stealth combat that encourage ambushing and enable the lone thief to take out the guard</p><p></p><p>Better rules for managing social encounters, preferably much like the ones on Giant in the Playground where diplomacy is about bartering.</p><p></p><p>Definitely include in modules how the dungeon environment might react to the parties actions, or inaction.</p><p></p><p>YMMV</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6040533, member: 20805"] I agree that Next should improve the exploration aspect of crunchyness, but that goes beyond 'fixing' the skill challenge concept {Which Stalker0's version does pretty well} The things I would like, and likely to house rule if they are not there... hex-crawl style setting maps: with guidelines regarding population density per hex and each hex having a few key sites. Modules set the dungeon into a hex, so that you have the exploring built into published adventures {assuming you get to explore the hex to find the dungeon. Random generation to flesh out the hex with terrain, flora, and fauna. Terrain and climate rules that impact on exploration and help to build the world. 'Camping' rules for extended rests. Instead of saying '8 hours and all better', make the extended rest into a skill challenge with degrees of success. Renting rooms at the inn get auto-success and when outside it gets more difficult to completely recover. Encumbrance rules, like the ones in the playtest material Rules for stealth combat that encourage ambushing and enable the lone thief to take out the guard Better rules for managing social encounters, preferably much like the ones on Giant in the Playground where diplomacy is about bartering. Definitely include in modules how the dungeon environment might react to the parties actions, or inaction. YMMV [/QUOTE]
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