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<blockquote data-quote="Primitive Screwhead" data-source="post: 6044043" data-attributes="member: 20805"><p>By less dice rolls, I was speaking to the 'skill challenge = exploration' thought. Yes, there should be dice rolls that determine success/failure once the exploration gets to the level where skills are important. Because rules for exploration are not as granulated as combat is, you need to rely more on narration and less on dice rolls. A given combat has lots of opportunity for failure, with every attack made. Climbing a given cliff shouldn't be modeled by skill rolls for every 5' of distance traversed. The happy medium where the skill numbers and dice roll matters, plus the narrative selection between meaningful options matters, is the sweet spot to aim for.</p><p></p><p> Continuing my example from above, the party that travels by the road faces challenges that {mostly} can be overcome through diplomacy. There is little chance of getting lost, altho weather and bandits can cause problems.</p><p></p><p>The party that travels overland in a direct line faces more survival type challenges, potentially getting lost or re-directed, finding safe havens for rest, wandering into a monsters territory, etc.. weather is more of a problem as the weather might make getting lost easier.</p><p></p><p>At those levels the dice rolling via a structured mechanic {skill challenge} allows the players to use their skills to overcome the challenge, with a risk of failure.</p><p></p><p>The hardest part of that is to define the 'failure'. In most cases the failure is simply delaying the journey. You get lost and spend an extra day getting back on track.. you have a fight with a bug-bear and have to rest and heal up before continuing. In some cases this will be critical, in others a delay is simply adding to the story.</p><p></p><p>A great example of this is the hill troll encounter in the Hobbit. It is basically a wandering monster encounter that results in a delay, but when overcome the group gains treasure and experience {instead of being eaten}.</p><p></p><p>I want <em>Next</em> to provide a good framework and the space to play through the exploration portion of the game. To me this means solid skill challenge mechanics and the inclusion of a hex-crawl conceit into adventure design and published modules. {or perhaps a better way to describe that is to color in the world surrounding the dungeon by at least a days travel in all directions}</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6044043, member: 20805"] By less dice rolls, I was speaking to the 'skill challenge = exploration' thought. Yes, there should be dice rolls that determine success/failure once the exploration gets to the level where skills are important. Because rules for exploration are not as granulated as combat is, you need to rely more on narration and less on dice rolls. A given combat has lots of opportunity for failure, with every attack made. Climbing a given cliff shouldn't be modeled by skill rolls for every 5' of distance traversed. The happy medium where the skill numbers and dice roll matters, plus the narrative selection between meaningful options matters, is the sweet spot to aim for. Continuing my example from above, the party that travels by the road faces challenges that {mostly} can be overcome through diplomacy. There is little chance of getting lost, altho weather and bandits can cause problems. The party that travels overland in a direct line faces more survival type challenges, potentially getting lost or re-directed, finding safe havens for rest, wandering into a monsters territory, etc.. weather is more of a problem as the weather might make getting lost easier. At those levels the dice rolling via a structured mechanic {skill challenge} allows the players to use their skills to overcome the challenge, with a risk of failure. The hardest part of that is to define the 'failure'. In most cases the failure is simply delaying the journey. You get lost and spend an extra day getting back on track.. you have a fight with a bug-bear and have to rest and heal up before continuing. In some cases this will be critical, in others a delay is simply adding to the story. A great example of this is the hill troll encounter in the Hobbit. It is basically a wandering monster encounter that results in a delay, but when overcome the group gains treasure and experience {instead of being eaten}. I want [i]Next[/i] to provide a good framework and the space to play through the exploration portion of the game. To me this means solid skill challenge mechanics and the inclusion of a hex-crawl conceit into adventure design and published modules. {or perhaps a better way to describe that is to color in the world surrounding the dungeon by at least a days travel in all directions} [/QUOTE]
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