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<blockquote data-quote="Ovinomancer" data-source="post: 7305350" data-attributes="member: 16814"><p>Rolling a check to determine the perception during a travel leg sounds just fine, if you don't like passive. I would, however, not assuming how the players arrange themselves. I have mine tell me what their 'default' is, and, unless they change it, that's what it is, not because I've assumed it but because they've told me.</p><p></p><p>I made a 'travel' map page on Roll20 that lets the party both organize their marching order but also assign themselves jobs (the map is a set of boxes and labels with their tokens on it so they can drag themselves wherever they want to be). This takes a few moments at the start of a travel/exploration leg and really helps me by putting all of the decisions into the player hands in a way that I just have to read off at the end and ask for relevant checks for each leg. I've also got a spot on that page where I can clip and display the current 'near' area map from the full campaign map so we can conduct almost all of the travel from that one page, only needing to move to another for an encounter.</p><p></p><p>Further, I'd also recommend breaking out the 'jobs' a bit more than just having everything on the scout. The decision tradeoffs between watching for hazardous terrain versus watching for foes vs sneaking around makes those important and meaningful decisions, and I've found it adds a great deal to overland travel. I would not use it for a more plot based game where travel is to and from plot points, but in sandboxes or games that focus on the exploration leg, adding meaningful decisions to the actual exploration is very nice. It also lets those abilities that otherwise kind of fall away (like Ranger favored terrain, Outlander backgrounds, etc) really get a nice punch up and spotlight time in the game by allowing them either advantage on jobs or the ability to do more than one job at a time. A ranger in their favored terrain, for instance, can Be Alert for Danger and Navigate while also either and sneaking, trailblazing, or (super) foraging at the same time. That's pretty cool. Might not mean they're the best lead scout, though, and might mean they take a place a little further back in the marching order. But it does make them absolute assets in their favored terrain(s)!</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7305350, member: 16814"] Rolling a check to determine the perception during a travel leg sounds just fine, if you don't like passive. I would, however, not assuming how the players arrange themselves. I have mine tell me what their 'default' is, and, unless they change it, that's what it is, not because I've assumed it but because they've told me. I made a 'travel' map page on Roll20 that lets the party both organize their marching order but also assign themselves jobs (the map is a set of boxes and labels with their tokens on it so they can drag themselves wherever they want to be). This takes a few moments at the start of a travel/exploration leg and really helps me by putting all of the decisions into the player hands in a way that I just have to read off at the end and ask for relevant checks for each leg. I've also got a spot on that page where I can clip and display the current 'near' area map from the full campaign map so we can conduct almost all of the travel from that one page, only needing to move to another for an encounter. Further, I'd also recommend breaking out the 'jobs' a bit more than just having everything on the scout. The decision tradeoffs between watching for hazardous terrain versus watching for foes vs sneaking around makes those important and meaningful decisions, and I've found it adds a great deal to overland travel. I would not use it for a more plot based game where travel is to and from plot points, but in sandboxes or games that focus on the exploration leg, adding meaningful decisions to the actual exploration is very nice. It also lets those abilities that otherwise kind of fall away (like Ranger favored terrain, Outlander backgrounds, etc) really get a nice punch up and spotlight time in the game by allowing them either advantage on jobs or the ability to do more than one job at a time. A ranger in their favored terrain, for instance, can Be Alert for Danger and Navigate while also either and sneaking, trailblazing, or (super) foraging at the same time. That's pretty cool. Might not mean they're the best lead scout, though, and might mean they take a place a little further back in the marching order. But it does make them absolute assets in their favored terrain(s)! [/QUOTE]
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