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General Tabletop Discussion
*Dungeons & Dragons
Simple rules for sea travel (feedback wanted)
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<blockquote data-quote="xoth.publishing" data-source="post: 9083674" data-attributes="member: 6986003"><p>It's not a design goal that the sea voyage should have the same difficulty / danger regardless of level. In other words, given the same environment, it's okay if the voyage is easier when you are higher level. (In 5E, a lock doesn't get a higher DC to pick just because you are higher level.)</p><p></p><p>That said, based on your feedback, I'm thinking of the following tweaks:</p><ul> <li data-xf-list-type="ul">If the PCs are just passengers on the ship (as opposed to being the vessel owners/commanders), let's assume the ship's crew are quite competent and have a +5 bonus to the daily checks (+2 proficiency bonus, +3 ability bonus).</li> <li data-xf-list-type="ul">The GM can adjust the DC of the daily check from the default of 15 and down towards 10 (for "calm" environments suitable for low-level characters) and up to 20 or more (for "difficult" or "severe" environments where high-level characters might venture).</li> <li data-xf-list-type="ul">The "20" result on the daily table is changed to: roll again, on a 1-15 all PCs get a single Hit Dice back, and on a 16-20 it is possible to take a long rest.</li> </ul><p></p><p>I realize voyages will still be dangerous for low-level characters, but that's also a goal of this mini-game: to simulate that it's a dangerous world "out there in the wilderness"; if you are not ready for it, then perhaps stay in a safe haven and do some local adventuring there and level up. Obviously this works best for a "points of light" type campaign.</p><p></p><p>I'll be playtesting this with some mid-level characters soon... should be interesting!</p></blockquote><p></p>
[QUOTE="xoth.publishing, post: 9083674, member: 6986003"] It's not a design goal that the sea voyage should have the same difficulty / danger regardless of level. In other words, given the same environment, it's okay if the voyage is easier when you are higher level. (In 5E, a lock doesn't get a higher DC to pick just because you are higher level.) That said, based on your feedback, I'm thinking of the following tweaks: [LIST] [*]If the PCs are just passengers on the ship (as opposed to being the vessel owners/commanders), let's assume the ship's crew are quite competent and have a +5 bonus to the daily checks (+2 proficiency bonus, +3 ability bonus). [*]The GM can adjust the DC of the daily check from the default of 15 and down towards 10 (for "calm" environments suitable for low-level characters) and up to 20 or more (for "difficult" or "severe" environments where high-level characters might venture). [*]The "20" result on the daily table is changed to: roll again, on a 1-15 all PCs get a single Hit Dice back, and on a 16-20 it is possible to take a long rest. [/LIST] I realize voyages will still be dangerous for low-level characters, but that's also a goal of this mini-game: to simulate that it's a dangerous world "out there in the wilderness"; if you are not ready for it, then perhaps stay in a safe haven and do some local adventuring there and level up. Obviously this works best for a "points of light" type campaign. I'll be playtesting this with some mid-level characters soon... should be interesting! [/QUOTE]
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