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Lets speculate about the Rules for a new system for exploration.
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<blockquote data-quote="Li Shenron" data-source="post: 6080546" data-attributes="member: 1465"><p>"Exploration turn" sounds like it has good potential, but how is it going to work together with skill checks?</p><p></p><p>It can't be simply that you make e.g. one Search roll in an exploration turn to find ALL traps in an area, because in an adventure where at some point there are several traps, an all-or-nothing result would not feel quite right.</p><p></p><p>And also the Take20 concept doesn't exactly fit there, if you roll for traps by turn instead of one by one, or does it?</p><p></p><p>I'm a bit confused...</p><p></p><p>Where I see potential, is when 10min-turn-based exploration is used in <em>large</em> locales where the PCs are more wandering casually than with specific directions. </p><p></p><p>Examples could be when they are searching for something (e.g. the entrance to a dungeon, a smaller location, tracks, a person or object...) in a forest, in a swamp, in the desert etc., where it makes little sense to draw/use a map at the gaming table because everything around looks pretty much the same for miles.</p><p></p><p>You can also use the same approach for a whole town, when you don't want to slow the game down detailing exactly which street you're taking, but you still want to have some roll for figuring out if the PCs find the entrance to the sewers, the possible location of the local thieves guild, or a tiny shop that sells something they're looking for.</p><p></p><p>And with some stretch you can also use such system for a large complex such as a palace or a dungeon, provided you don't need to detail every step you take (at least until an encounter starts).</p><p></p><p>I think I would definitely use such system, because in the past I have sometimes had problem wasting too much time having the players tell me where to turn (and where to look for traps or secret things) in a cavern complex, where all tunnels look pretty much the same until you find something interesting.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6080546, member: 1465"] "Exploration turn" sounds like it has good potential, but how is it going to work together with skill checks? It can't be simply that you make e.g. one Search roll in an exploration turn to find ALL traps in an area, because in an adventure where at some point there are several traps, an all-or-nothing result would not feel quite right. And also the Take20 concept doesn't exactly fit there, if you roll for traps by turn instead of one by one, or does it? I'm a bit confused... Where I see potential, is when 10min-turn-based exploration is used in [I]large[/I] locales where the PCs are more wandering casually than with specific directions. Examples could be when they are searching for something (e.g. the entrance to a dungeon, a smaller location, tracks, a person or object...) in a forest, in a swamp, in the desert etc., where it makes little sense to draw/use a map at the gaming table because everything around looks pretty much the same for miles. You can also use the same approach for a whole town, when you don't want to slow the game down detailing exactly which street you're taking, but you still want to have some roll for figuring out if the PCs find the entrance to the sewers, the possible location of the local thieves guild, or a tiny shop that sells something they're looking for. And with some stretch you can also use such system for a large complex such as a palace or a dungeon, provided you don't need to detail every step you take (at least until an encounter starts). I think I would definitely use such system, because in the past I have sometimes had problem wasting too much time having the players tell me where to turn (and where to look for traps or secret things) in a cavern complex, where all tunnels look pretty much the same until you find something interesting. [/QUOTE]
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