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General Tabletop Discussion
*Dungeons & Dragons
Simple rules for sea travel (feedback wanted)
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<blockquote data-quote="Stalker0" data-source="post: 9083848" data-attributes="member: 5889"><p>I think the core ruleset here is pretty solid, its simple and easy to do. A few niche things to consider</p><p></p><ul> <li data-xf-list-type="ul">You specifically mention guidance but what I would do is just put in a rule that says magic that only lasts "x" amount of time for the day doesn't give its bonus, but above X does. For example, the foresight spell should always certainly provide its bonus to skill checks. or how about the enhance ability spell...if I'm willing to spend 4 2nd level spell slots for a 4 hour use of it....could I get the advantage on the checks?</li> <li data-xf-list-type="ul">Help Action: My group especially just LOVES the help action, so you want to concretely say if its allowed or not (I think the assumption is no but best to be explicit).<ul> <li data-xf-list-type="ul">That said, party members hate to do nothing. I would assume in a group of 5 players for example, the two players that aren't in the roles are going to try and find SOMETHING TO do.</li> </ul></li> <li data-xf-list-type="ul">You could consider using exhaustion instead of damage. Its more level agnostic and would certainly add to the attrition a lot more. Its major impact would be that the party may finish their voyage and need to stick around in poor a few days to get their "land legs" back, rather than a single nights rest and back in action. Also means magic can't easily fix them back up, except for expensive 5th level spells.</li> <li data-xf-list-type="ul">the biggest thing that's already noted above is that the events are very swingy as written. Its quite easy to have a week of the worst things to happen to you.<ul> <li data-xf-list-type="ul">What you could consider instead is: instead of always making it per day, give the DM some guidance on how many checks to make. Maybe two checks on a standard week long sea journey across well known ports, perhaps 5 checks on an "off the beaten path" exploratory adventure that could have intense dangers or big rewards.</li> </ul></li> </ul><p>Example:</p><p><strong>Checks per Week of Sea Travel*</strong></p><table style='width: 100%'><tr><td>Calm well-traveled route</td><td>2</td></tr><tr><td>Standard travel</td><td>3</td></tr><tr><td>Unexplored Waters</td><td>5</td></tr></table><p>*If travel is less than a week, only make 1 check per day at most.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9083848, member: 5889"] I think the core ruleset here is pretty solid, its simple and easy to do. A few niche things to consider [LIST] [*]You specifically mention guidance but what I would do is just put in a rule that says magic that only lasts "x" amount of time for the day doesn't give its bonus, but above X does. For example, the foresight spell should always certainly provide its bonus to skill checks. or how about the enhance ability spell...if I'm willing to spend 4 2nd level spell slots for a 4 hour use of it....could I get the advantage on the checks? [*]Help Action: My group especially just LOVES the help action, so you want to concretely say if its allowed or not (I think the assumption is no but best to be explicit). [LIST] [*]That said, party members hate to do nothing. I would assume in a group of 5 players for example, the two players that aren't in the roles are going to try and find SOMETHING TO do. [/LIST] [*]You could consider using exhaustion instead of damage. Its more level agnostic and would certainly add to the attrition a lot more. Its major impact would be that the party may finish their voyage and need to stick around in poor a few days to get their "land legs" back, rather than a single nights rest and back in action. Also means magic can't easily fix them back up, except for expensive 5th level spells. [*]the biggest thing that's already noted above is that the events are very swingy as written. Its quite easy to have a week of the worst things to happen to you. [LIST] [*]What you could consider instead is: instead of always making it per day, give the DM some guidance on how many checks to make. Maybe two checks on a standard week long sea journey across well known ports, perhaps 5 checks on an "off the beaten path" exploratory adventure that could have intense dangers or big rewards. [/LIST] [/LIST] Example: [B]Checks per Week of Sea Travel*[/B] [TABLE] [TR] [TD]Calm well-traveled route[/TD] [TD]2[/TD] [/TR] [TR] [TD]Standard travel[/TD] [TD]3[/TD] [/TR] [TR] [TD]Unexplored Waters[/TD] [TD]5[/TD] [/TR] [/TABLE] *If travel is less than a week, only make 1 check per day at most. [/QUOTE]
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