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Four adventurers walk into a forest...
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<blockquote data-quote="Nareau" data-source="post: 984776" data-attributes="member: 969"><p>I can see both sides of this.</p><p></p><p>I think it might be an interesting scene to have the PC's get tripped up and separated like this. It jibes pretty well with my concept of how confusing and terrifying jungle warfare can be.</p><p></p><p>I also think that as a player, I might not have much fun with this. Especially if I were surprised by these kinds of requirements.</p><p></p><p>I think a good solution would be one where you kept the rolls to a minimum (only one check per round or minute), and gave the players some options.</p><p></p><p>Give them the choice to either make balance checks ("You find a huge fallen tree in your path that you could probably run along and make better time") or reflex saves ("Other paths are covered by undergrowth, fallen branches, and uneven rocks. Any of this could give way at any moment underneath your feet.") Heck, you could even brainstorm some other options that might suit other characters better: Give the Ranger/Druid a Survival/Wilderness Lore check to realize that there's a ridge nearby that will likely be much easier to traverse. Give the fighter an option to knock over a rotted out tree in an attempt to slow down his pursuers. Remind the cleric that oak trees are sacred to his god, and he might be able to find sanctuary if he could climb up one.</p><p></p><p>This way, you give your players the appearance that they can accomplish something by using their character's strengths. But you also get to introduce some creative and interesting aspects to an otherwise very boring chase scene.</p><p></p><p>But that's not really your question, is it? The players aren't going to like the idea that they can't just stick together because they want to. If I were a 10th level ranger, and I rolled a 1 on some Wisdom check to see if I could stay with my party, I'd be pretty ticked off when you told me that I was lost/separated.</p><p></p><p>I'd recommend being very clear as to the surroundings, and how easy it might be to get lost. You could always use the concealment mechanic, saying that every 5' of foliage provides 50% concealment (and allowing the troll to follow by scent and sound). That way, the PC's know that if they get separated, they could lose track of their friends. You could then use listen checks to get back in touch with one another.</p><p></p><p>Spider</p></blockquote><p></p>
[QUOTE="Nareau, post: 984776, member: 969"] I can see both sides of this. I think it might be an interesting scene to have the PC's get tripped up and separated like this. It jibes pretty well with my concept of how confusing and terrifying jungle warfare can be. I also think that as a player, I might not have much fun with this. Especially if I were surprised by these kinds of requirements. I think a good solution would be one where you kept the rolls to a minimum (only one check per round or minute), and gave the players some options. Give them the choice to either make balance checks ("You find a huge fallen tree in your path that you could probably run along and make better time") or reflex saves ("Other paths are covered by undergrowth, fallen branches, and uneven rocks. Any of this could give way at any moment underneath your feet.") Heck, you could even brainstorm some other options that might suit other characters better: Give the Ranger/Druid a Survival/Wilderness Lore check to realize that there's a ridge nearby that will likely be much easier to traverse. Give the fighter an option to knock over a rotted out tree in an attempt to slow down his pursuers. Remind the cleric that oak trees are sacred to his god, and he might be able to find sanctuary if he could climb up one. This way, you give your players the appearance that they can accomplish something by using their character's strengths. But you also get to introduce some creative and interesting aspects to an otherwise very boring chase scene. But that's not really your question, is it? The players aren't going to like the idea that they can't just stick together because they want to. If I were a 10th level ranger, and I rolled a 1 on some Wisdom check to see if I could stay with my party, I'd be pretty ticked off when you told me that I was lost/separated. I'd recommend being very clear as to the surroundings, and how easy it might be to get lost. You could always use the concealment mechanic, saying that every 5' of foliage provides 50% concealment (and allowing the troll to follow by scent and sound). That way, the PC's know that if they get separated, they could lose track of their friends. You could then use listen checks to get back in touch with one another. Spider [/QUOTE]
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