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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Mass People Journey System Version 2.0 (Simplified)
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<blockquote data-quote="Stalker0" data-source="post: 8479475" data-attributes="member: 5889"><p>So let me break down the system a bit.</p><p></p><p>Terrain Quality: What I did was look at the core journey math for 50 people all doing hunt checks over the course of a month. Instead of advantage I just used a +5 for better scaling, and then just curved the numbers into a reasonable approximation that were easy to use.</p><p></p><p>Supply Modifiers: For migration I assumed that a stationary person was receiving a +2 bonus for hunt checks, since they weren't multitasking on anything else. Therefore migrating groups lost this bonus. Further, since each tier of terrain provides a +2 to DC, it was easy to create a standard modifier for tier difficulty.</p><p></p><p>For winter, just adding another tier of difficulty seemed the simplest way to handle it, with a few more adjustments to things like snares to give some flavor reasonability (aka its highly unlikely that snares would be as effective in winter as they would in spring).</p><p></p><p>For the Ranger and Druid, I assumed some basic survival knacks for the base numbers. And then I took a look at what a druid could do with spells like create water or create food and water....got an idea on just how much supply that could generate, and then created a quick way to show that effect if you did it over 30 days (the answer by the way is a LOT....no one beats a druid at delivering raw supply)</p><p></p><p>Feast Roll: This was an attempt to add just a bit of randomness into the system, as we are replacing a number of survival checks with static values. It was also a way to bring back some of the "rounding" I had done to get the numbers closer to their true math value, but without the players having to think of it. They just roll the d20, and maybe get a bonus (or penalty), eassy peesy.</p><p></p><p>Capacity: This was probably the most "superfulous" part of the system, mainly for my own efforts as I want to encourage movement and migration in my campaign. I do think its easy to remove from other people if they didn't want to bother with it.</p><p></p><p>Fatigue: My assumption was that a group would attempt to spread out its hunger and thirst as much as possible to lessen penalties, and so this was a simple way to provide penalties while keep the math easy to use. It also gives the group a bit of pad, as negative supplies that don't quite to -50 are ignored.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8479475, member: 5889"] So let me break down the system a bit. Terrain Quality: What I did was look at the core journey math for 50 people all doing hunt checks over the course of a month. Instead of advantage I just used a +5 for better scaling, and then just curved the numbers into a reasonable approximation that were easy to use. Supply Modifiers: For migration I assumed that a stationary person was receiving a +2 bonus for hunt checks, since they weren't multitasking on anything else. Therefore migrating groups lost this bonus. Further, since each tier of terrain provides a +2 to DC, it was easy to create a standard modifier for tier difficulty. For winter, just adding another tier of difficulty seemed the simplest way to handle it, with a few more adjustments to things like snares to give some flavor reasonability (aka its highly unlikely that snares would be as effective in winter as they would in spring). For the Ranger and Druid, I assumed some basic survival knacks for the base numbers. And then I took a look at what a druid could do with spells like create water or create food and water....got an idea on just how much supply that could generate, and then created a quick way to show that effect if you did it over 30 days (the answer by the way is a LOT....no one beats a druid at delivering raw supply) Feast Roll: This was an attempt to add just a bit of randomness into the system, as we are replacing a number of survival checks with static values. It was also a way to bring back some of the "rounding" I had done to get the numbers closer to their true math value, but without the players having to think of it. They just roll the d20, and maybe get a bonus (or penalty), eassy peesy. Capacity: This was probably the most "superfulous" part of the system, mainly for my own efforts as I want to encourage movement and migration in my campaign. I do think its easy to remove from other people if they didn't want to bother with it. Fatigue: My assumption was that a group would attempt to spread out its hunger and thirst as much as possible to lessen penalties, and so this was a simple way to provide penalties while keep the math easy to use. It also gives the group a bit of pad, as negative supplies that don't quite to -50 are ignored. [/QUOTE]
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