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<blockquote data-quote="Libramarian" data-source="post: 6847517" data-attributes="member: 6688858"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6847517, member: 6688858"] 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? [/QUOTE]
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