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General Tabletop Discussion
*Pathfinder & Starfinder
Rethinking Random encouters
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<blockquote data-quote="Radiating Gnome" data-source="post: 1431231" data-attributes="member: 150"><p>So, I have been thinking . . . </p><p></p><p>My players are about to set off on a trip through the underdark at the head of a military force -- 250 dwarves and some Girallons (nevermind the problem of getting them not to try eating each other). And I've been thinking about ways to handle the trip through the underdark, in an abstract way (because I'm not mapping the damn thing) and in a way that isn't just a question of rolling a 6 or 8 sided and hoping a 1 doesn't come up. </p><p></p><p>So I hit upon making it a skill thing. One primary PC acts as a scout, and tries to lead the group around hazards and encounters. Call it a move silently check, with a synergy bonus for hide. The DC will depend upon the population of the region, and whether the party is staying on main thoroughfares or trying to avoid encounters by staying off the main roads. Call it a base DC 20, with a +5 for using high traffic areas, and a -5 for staying off the beaten path. </p><p></p><p>Then add modifiers for numbers -- ever time the count doubles, add +2. So a single figure trying to get through would be a base 20, a pair would be DC 22, four DC 24, 8 DC 26, etc. The army the PCs would be leading would be DC 38. </p><p></p><p>And, of course, there would be a +5 modifier if the PCs are using a light source in the underdark. </p><p></p><p>And, of course, any magic bonuses that apply to just one figure -- like a ring of invisibility -- don't apply to the scout's skill roll. </p><p></p><p>Any ideas/thoughts/criticisms?</p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 1431231, member: 150"] So, I have been thinking . . . My players are about to set off on a trip through the underdark at the head of a military force -- 250 dwarves and some Girallons (nevermind the problem of getting them not to try eating each other). And I've been thinking about ways to handle the trip through the underdark, in an abstract way (because I'm not mapping the damn thing) and in a way that isn't just a question of rolling a 6 or 8 sided and hoping a 1 doesn't come up. So I hit upon making it a skill thing. One primary PC acts as a scout, and tries to lead the group around hazards and encounters. Call it a move silently check, with a synergy bonus for hide. The DC will depend upon the population of the region, and whether the party is staying on main thoroughfares or trying to avoid encounters by staying off the main roads. Call it a base DC 20, with a +5 for using high traffic areas, and a -5 for staying off the beaten path. Then add modifiers for numbers -- ever time the count doubles, add +2. So a single figure trying to get through would be a base 20, a pair would be DC 22, four DC 24, 8 DC 26, etc. The army the PCs would be leading would be DC 38. And, of course, there would be a +5 modifier if the PCs are using a light source in the underdark. And, of course, any magic bonuses that apply to just one figure -- like a ring of invisibility -- don't apply to the scout's skill roll. Any ideas/thoughts/criticisms? -rg [/QUOTE]
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