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General Tabletop Discussion
*Dungeons & Dragons
"I make a perception check."
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<blockquote data-quote="Thomas Shey" data-source="post: 8737091" data-attributes="member: 7026617"><p>But that's the gig: sometimes it is. That's really the issue with all maps; they're to minimize the extra time taken reaching an undesirable (and at some point) dangerous level. But what those levels are depends on the situation, and what the environment is in the first place (since in many cases you want to avoid some parts of a given location in general, and if you get to it once, you really don't want to do it again (in the real world, this often applies to swamps--wandering around and finding yourself back in the swamp yet again has historically not been the best way to reach a ripe old age; the same things apply to some portions of mountains.</p><p></p><p>I'll leave how this applies to dungeons as a test for the student.</p><p></p><p></p><p></p><p>Note I'm specifically talking about the situation when mapping first became a thing back in the day. Did you want to actually try to sleep over night in a structure who's extent and occupancy you didn't know? No, generally you didn't. It was done from time to time, but it was a potentially very hazardous idea. And taking on a hundred enemies was probably not something that was going to go well even in sequence for most OD&D characters unless they fairly high level (and probably not even then since a relatively small number of those would not be opponents relatively difficult for them).</p><p></p><p>The long and the short of it, was that when you wanted to get out, you didn't want to get disoriented and run into yet another problem. Because that was a good and fine way to get a TPK (made all the worse because the already difficult question of fleeing would become all the worse when you were in a hurry and didn't know where you were going).</p><p></p><p></p><p></p><p>So, D&D doesn't make sense, news at 11?</p><p></p><p></p><p></p><p>The question is, is that the point where you need to rest? In the early days of the game it could quite trivially be well before.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8737091, member: 7026617"] But that's the gig: sometimes it is. That's really the issue with all maps; they're to minimize the extra time taken reaching an undesirable (and at some point) dangerous level. But what those levels are depends on the situation, and what the environment is in the first place (since in many cases you want to avoid some parts of a given location in general, and if you get to it once, you really don't want to do it again (in the real world, this often applies to swamps--wandering around and finding yourself back in the swamp yet again has historically not been the best way to reach a ripe old age; the same things apply to some portions of mountains. I'll leave how this applies to dungeons as a test for the student. Note I'm specifically talking about the situation when mapping first became a thing back in the day. Did you want to actually try to sleep over night in a structure who's extent and occupancy you didn't know? No, generally you didn't. It was done from time to time, but it was a potentially very hazardous idea. And taking on a hundred enemies was probably not something that was going to go well even in sequence for most OD&D characters unless they fairly high level (and probably not even then since a relatively small number of those would not be opponents relatively difficult for them). The long and the short of it, was that when you wanted to get out, you didn't want to get disoriented and run into yet another problem. Because that was a good and fine way to get a TPK (made all the worse because the already difficult question of fleeing would become all the worse when you were in a hurry and didn't know where you were going). So, D&D doesn't make sense, news at 11? The question is, is that the point where you need to rest? In the early days of the game it could quite trivially be well before. [/QUOTE]
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