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<blockquote data-quote="Hussar" data-source="post: 5972682" data-attributes="member: 22779"><p>So, the goblins have a 12 hour head start and the PC's can't track a couple of dozen goblins fleeing? What, no ranger, no druid, no one with any tracking skills, not even a dog?</p><p></p><p>That the goblins left wasn't the problem. That the PC's were apparently unable to track them down is. IIRC, you said this was PF, so, I'm going to presume that that's the same as 3e for tracking purposes. That's a DC 9 track check. I mean, you barely even have to roll for it. Actually, with Take 10, you DON'T have to roll for it.</p><p></p><p>So, no, please don't misunderstand me. It's not that the goblins chose to leave. That's groovy. It's that the PC's couldn't find the goblins ridiculously easily.</p><p></p><p> [MENTION=37609]Jameson[/MENTION] Courage - you're missing the point. The ONLY difference between your group and the absolutely slowest possible group, is about one year. Note, since most of your time is spent in travel and whatnot, there would be no difference between any group at that point. Additionally, any time your group had less than 5 XP awarding events in an adventuring day (the presumed speed of the fast group), the time difference between your group and the slow group lessens.</p><p></p><p>In actual fact, the difference between your group and a 15 MAD group is about 6 months of game time.</p><p></p><p>Again, you're going to tell me that 6 months to 1 year is going to make a huge difference, spread over the SEVENTY years of your campaign? Really?</p></blockquote><p></p>
[QUOTE="Hussar, post: 5972682, member: 22779"] So, the goblins have a 12 hour head start and the PC's can't track a couple of dozen goblins fleeing? What, no ranger, no druid, no one with any tracking skills, not even a dog? That the goblins left wasn't the problem. That the PC's were apparently unable to track them down is. IIRC, you said this was PF, so, I'm going to presume that that's the same as 3e for tracking purposes. That's a DC 9 track check. I mean, you barely even have to roll for it. Actually, with Take 10, you DON'T have to roll for it. So, no, please don't misunderstand me. It's not that the goblins chose to leave. That's groovy. It's that the PC's couldn't find the goblins ridiculously easily. [MENTION=37609]Jameson[/MENTION] Courage - you're missing the point. The ONLY difference between your group and the absolutely slowest possible group, is about one year. Note, since most of your time is spent in travel and whatnot, there would be no difference between any group at that point. Additionally, any time your group had less than 5 XP awarding events in an adventuring day (the presumed speed of the fast group), the time difference between your group and the slow group lessens. In actual fact, the difference between your group and a 15 MAD group is about 6 months of game time. Again, you're going to tell me that 6 months to 1 year is going to make a huge difference, spread over the SEVENTY years of your campaign? Really? [/QUOTE]
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