Libramarian
Adventurer
Ran another session today. It's going to need some tweaking. I'm having difficulty handling movement on the wilderness map when the party's visibility is less than their hourly movement rate. I don't like to move them past what they can see in one go, which desynchronizes movement with the hourly turn. I might say movement rate is limited to visibility, e.g. 2 miles per hour when visibility is 2 miles. That would make it a lot easier.
My initial conception was that the wilderness would have a relatively mundane, realistic feel, and the dungeons would be the gonzo part. I'm going to blur these categories a bit.
For the wilderness hazards I am going to use dungeon-style traps. Instead of a muddy hill, there'll be a potion bottle lying on top of quicksand, or a treasure map jammed into a giant bee honeycomb. Some of the dungeons will be more mundane, like a bandit fortress.
For monster hunting, there will be tracks near spoor but they'll be old and difficult to make out (usually DC 20). Tracking a monster that has fled an encounter unwounded will usually be DC 15. Tracking a wounded monster will be DC 10.
Some of the specials will not necessarily be one-off, but might be noted on the map for the party to return to. Like an ancient dust mephit who lives in a crystal cave and trades information about the monsters in the area for stories of people who met an ironic or untimely demise.
For encounters I'm thinking of rolling for advantage/disadvantage (with regard to the immediate terrain). E.g. who has high and low ground on a hill, who's in a meadow and behind the trees in a forest, etc. Anybody ever done something like that?
My initial conception was that the wilderness would have a relatively mundane, realistic feel, and the dungeons would be the gonzo part. I'm going to blur these categories a bit.
For the wilderness hazards I am going to use dungeon-style traps. Instead of a muddy hill, there'll be a potion bottle lying on top of quicksand, or a treasure map jammed into a giant bee honeycomb. Some of the dungeons will be more mundane, like a bandit fortress.
For monster hunting, there will be tracks near spoor but they'll be old and difficult to make out (usually DC 20). Tracking a monster that has fled an encounter unwounded will usually be DC 15. Tracking a wounded monster will be DC 10.
Some of the specials will not necessarily be one-off, but might be noted on the map for the party to return to. Like an ancient dust mephit who lives in a crystal cave and trades information about the monsters in the area for stories of people who met an ironic or untimely demise.
For encounters I'm thinking of rolling for advantage/disadvantage (with regard to the immediate terrain). E.g. who has high and low ground on a hill, who's in a meadow and behind the trees in a forest, etc. Anybody ever done something like that?