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Should the DM roll in the open?
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<blockquote data-quote="Hriston" data-source="post: 9543966" data-attributes="member: 6787503"><p>I realize it's my own rigidity that's creating the issue here, but it's a matter of aesthetic preference. The navigation check in my game isn't about knowing which way to go. It assumes you've chosen the direction that's desirable to you, and it's a test of whether you succeed in going that way or if you end up going in some other direction inadvertently. Figuring out which direction you should be going in the first place is another matter entirely.</p><p></p><p>Also, I'm not exactly happy with the failure result including "succeed by accident". I want failure to be you didn't go the direction you intended.</p><p></p><p>If you want to get further into this, I've included the relevant text of my house-rules which contain a mash up of stuff from the 5E and 1E DMGs:</p><p></p><p>[SPOILER]</p><p>3. Establish direction of travel. Unless the party is following a linear feature, like a road or something like it, they run the risk of becoming lost. The party navigator’s passive Wisdom (Survival) score is contested by a roll of the type listed on the Wilderness Navigation table. If the party is travelling at a slow pace, the navigator gains a +5 bonus on the check, and a fast pace imposes a -5 penalty. If the party has an accurate map of the region or can see the sun or stars, the navigator has advantage (+5) on the check. If no one chooses to navigate, treat the check result as 0 and apply modifiers for travel pace.</p><p></p><p>Wilderness Navigation</p><table style='width: 100%'><tr><td>Terrain</td><td>d20 roll</td></tr><tr><td>Forest, marsh, mountains, or open sea with overcast skies and no land in sight</td><td>Advantage</td></tr><tr><td>Arctic, desert, hills, rough, scrub, or open sea with clear skies and no land in sight</td><td>Normal</td></tr><tr><td>Plain</td><td>Disadvantage</td></tr></table><p></p><p> If the navigator’s Wisdom (Survival) check succeeds, the party travels in the desired direction without becoming lost. If the check fails, the party inadvertently travels in the wrong direction and becomes lost.</p><p></p><p>Direction of Movement</p><table style='width: 100%'><tr><td>Terrain</td><td>Roll</td><td>Result</td><td>Direction</td></tr><tr><td>Plains, scrub, rough, desert, or hills</td><td>1d6</td><td>1-3<br /> 4-6</td><td>60° left<br /> 60° right</td></tr><tr><td>Mountains</td><td>1d8</td><td>1-2<br /> 3-4<br /> 5-6<br /> 7-8</td><td>60° right<br /> 120° right<br /> 120° left<br /> 60° left</td></tr><tr><td>Forest or marsh</td><td>1d6</td><td>1<br /> 2<br /> 3-4<br /> 5<br /> 6</td><td>60° right<br /> 120° right<br /> 180°<br /> 120° left<br /> 60° left</td></tr></table><p></p><p>Procedure For Lost Parties:</p><p>As soon as the die roll indicates the party is lost, determine the direction. If it is onto a space which has previously been travelled over and mapped by the party, then they will recognize that they became lost. Tell them that they moved in X direction, rather than that which was desired, but they have seen landmarks and realize their error. If movement is into an area where the party has not already been and mapped, describe terrain as if they had actually moved in the desired direction, i.e. as if they had not been lost with regards to direction. This will, of course, result in the erroneous mapping of a space until corrected. If the party also becomes lost the following day, the procedure above is followed until they are no longer lost. At that point, they will realize that they have not been moving in the desired direction, or series of directions, but they will NOT know just where they became lost. They will have to back-track and attempt to locate the last space which they mapped correctly and go on again from that place.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Hriston, post: 9543966, member: 6787503"] I realize it's my own rigidity that's creating the issue here, but it's a matter of aesthetic preference. The navigation check in my game isn't about knowing which way to go. It assumes you've chosen the direction that's desirable to you, and it's a test of whether you succeed in going that way or if you end up going in some other direction inadvertently. Figuring out which direction you should be going in the first place is another matter entirely. Also, I'm not exactly happy with the failure result including "succeed by accident". I want failure to be you didn't go the direction you intended. If you want to get further into this, I've included the relevant text of my house-rules which contain a mash up of stuff from the 5E and 1E DMGs: [SPOILER] 3. Establish direction of travel. Unless the party is following a linear feature, like a road or something like it, they run the risk of becoming lost. The party navigator’s passive Wisdom (Survival) score is contested by a roll of the type listed on the Wilderness Navigation table. If the party is travelling at a slow pace, the navigator gains a +5 bonus on the check, and a fast pace imposes a -5 penalty. If the party has an accurate map of the region or can see the sun or stars, the navigator has advantage (+5) on the check. If no one chooses to navigate, treat the check result as 0 and apply modifiers for travel pace. Wilderness Navigation [TABLE] [TR] [TD]Terrain[/TD] [TD]d20 roll[/TD] [/TR] [TR] [TD]Forest, marsh, mountains, or open sea with overcast skies and no land in sight[/TD] [TD]Advantage[/TD] [/TR] [TR] [TD]Arctic, desert, hills, rough, scrub, or open sea with clear skies and no land in sight[/TD] [TD]Normal[/TD] [/TR] [TR] [TD]Plain[/TD] [TD]Disadvantage[/TD] [/TR] [/TABLE] If the navigator’s Wisdom (Survival) check succeeds, the party travels in the desired direction without becoming lost. If the check fails, the party inadvertently travels in the wrong direction and becomes lost. Direction of Movement [TABLE] [TR] [TD]Terrain[/TD] [TD]Roll[/TD] [TD]Result[/TD] [TD]Direction[/TD] [/TR] [TR] [TD]Plains, scrub, rough, desert, or hills[/TD] [TD]1d6[/TD] [TD]1-3 4-6[/TD] [TD]60° left 60° right[/TD] [/TR] [TR] [TD]Mountains[/TD] [TD]1d8[/TD] [TD]1-2 3-4 5-6 7-8[/TD] [TD]60° right 120° right 120° left 60° left[/TD] [/TR] [TR] [TD]Forest or marsh[/TD] [TD]1d6[/TD] [TD]1 2 3-4 5 6[/TD] [TD]60° right 120° right 180° 120° left 60° left[/TD] [/TR] [/TABLE] Procedure For Lost Parties: As soon as the die roll indicates the party is lost, determine the direction. If it is onto a space which has previously been travelled over and mapped by the party, then they will recognize that they became lost. Tell them that they moved in X direction, rather than that which was desired, but they have seen landmarks and realize their error. If movement is into an area where the party has not already been and mapped, describe terrain as if they had actually moved in the desired direction, i.e. as if they had not been lost with regards to direction. This will, of course, result in the erroneous mapping of a space until corrected. If the party also becomes lost the following day, the procedure above is followed until they are no longer lost. At that point, they will realize that they have not been moving in the desired direction, or series of directions, but they will NOT know just where they became lost. They will have to back-track and attempt to locate the last space which they mapped correctly and go on again from that place. [/SPOILER] [/QUOTE]
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