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General Tabletop Discussion
*Dungeons & Dragons
How should I run optional exploration rules?
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<blockquote data-quote="gweinel" data-source="post: 6286907" data-attributes="member: 2165"><p>The current optional wildreness exploration rules are actually heavy borrowed by The One Ring game. As it stands now, these rules are not offering anything to the game because if you fail to your intented actions there isn't actually a real consequence. If you fail the game can continue as if the aren't such rules. They are just to spice the things a bit.</p><p></p><p>Where The One Ring succeeds and DnDnext fails?</p><p> </p><p>a)In The One Ring the journey rules are taking bigger part in the game and have real impact in the story since the journeys last longer. The characters have a fatigue number which on fail navigate checks (dnd term) this number rises. Fatigue influence combat too, so you don't want to see this number rise.</p><p> </p><p>b)If you roll on these checks "1" on d12 (the standard dice rolls of The One Ring) then a hazard occurs which could be from an environmental hazard to an encounter. It depends of your role: for example if a forager fails with an "1" then the consequences will be different for the party than the failure of an navigator. </p><p></p><p>c) The knowledges someone has can help the journey (if he succeeds the knowledge roll) or will hindrance the party (if the knowledge roll fails). It is optional for a pary member to roll knowledges skills.</p><p></p><p>The roles in The One Ring are more meaningfull the in DnDNext as it stands now. As GX.Sigma says right now (for me too) is better to run the game with the traditional way (2e-3e).</p></blockquote><p></p>
[QUOTE="gweinel, post: 6286907, member: 2165"] The current optional wildreness exploration rules are actually heavy borrowed by The One Ring game. As it stands now, these rules are not offering anything to the game because if you fail to your intented actions there isn't actually a real consequence. If you fail the game can continue as if the aren't such rules. They are just to spice the things a bit. Where The One Ring succeeds and DnDnext fails? a)In The One Ring the journey rules are taking bigger part in the game and have real impact in the story since the journeys last longer. The characters have a fatigue number which on fail navigate checks (dnd term) this number rises. Fatigue influence combat too, so you don't want to see this number rise. b)If you roll on these checks "1" on d12 (the standard dice rolls of The One Ring) then a hazard occurs which could be from an environmental hazard to an encounter. It depends of your role: for example if a forager fails with an "1" then the consequences will be different for the party than the failure of an navigator. c) The knowledges someone has can help the journey (if he succeeds the knowledge roll) or will hindrance the party (if the knowledge roll fails). It is optional for a pary member to roll knowledges skills. The roles in The One Ring are more meaningfull the in DnDNext as it stands now. As GX.Sigma says right now (for me too) is better to run the game with the traditional way (2e-3e). [/QUOTE]
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How should I run optional exploration rules?
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