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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Manbearcat" data-source="post: 8642727" data-attributes="member: 6696971"><p>Just going to drop in the relevant Rules Cyclopedia Checklists for your little project [USER=70468]@kenada[/USER] and for your compare/contrast project [USER=71699]@clearstream[/USER] . Ironically (or probably TOTALLY UNIRONICALLY depending upon your perspective), RC is almost surely the least played D&D but it is 100 % the best form of D&D's exploration rules for Classic play. This is what robust, integrated loops looks like (and there is well more to it than this; the entire Campaigning section which includes the engineering and art and principles of hexmapping, time - round, turn, day - and movement and equipment and encumbrance and classes and action resolution etc).</p><p></p><p></p><p>[SPOILER="Game Turn Checklist"]1. Wandering Monsters: If the wandering monsters check at the end of the previous turn was positive, the monsters arrive now. Under normal dungeon conditions, they appear 2d6 x 10' away in a direction of the DM's choice (see the "Encounter Distance" section, below, for more information). Leave the Game Turn Checklist sequence and go to the Encounter Checklist, below. See "Handling Wandering Monsters," below, for more details on handling wandering monsters.</p><p></p><p>2. Actions: The caller (or each player) describes party actions (movement, listening, searching, etc.).</p><p></p><p>3. Results: The DM describes the results of the party's actions as follows:</p><p></p><p>a. If PC actions result in a discovery (a secret door, trap, etc.), the DM tells them what they found.</p><p></p><p>b. If the PCs entered a new area, the DM describes it so that the mapper can map it.</p><p></p><p>c. If an encounter occurs, skip to the Encounter Checklist.</p><p></p><p>4. Wandering Monsters Check: The DM checks for wandering monsters and random encounters. The DM rolls 1d6 every other turn to check for this. If this is a dungeon and a "1" comes up on the die, the PCs will encounter wandering monsters at the beginning of the next turn</p><p>(other types of terrain have different chances as shown on the Chance of Encounter Table, below).</p><p></p><p>Chance of Encounter Table</p><p></p><p>Type of Encounter Roll Method</p><p>Dungeon and city = Roll 1d6 every two turns when traveling and roll 1d12 once during the night; on a 1, an encounter occurs</p><p>Wilderness = Determine the type of terrain the party is in and roll 1d6 once during the day and roll 1d12 once when camped at night; consult the following for encounter occurrences</p><p></p><p>Type of Terrain Chance</p><p></p><p>Clear, grasslands, inhabited, or settled = 1</p><p>Forest, river, hills, barren lands, desert, ocean*, or aerial** = 1-2</p><p>Swamp, jungle, or mountains = 1-3</p><p></p><p>* Ocean: A roll of 1 indicates a normal ocean encounter. A roll of 2 indicates no encounter unless the ship lands at the end of the day; if so, a land encounter is used.</p><p></p><p>** Aerial encounters always use the Flyers subtable in the Wilderness Encounter Table, regardless of terrain.[/SPOILER]</p><p></p><p>[HR][/HR]</p><p></p><p>[SPOILER="Game Day Checklist"]1. Daybreak: Party prepares for travel, studies spells, selects travel direction.</p><p></p><p>2. Getting Lost: DM rolls 1d6 to see if party becomes lost. If so, see the "Land Travel" section in Chapter 6.</p><p></p><p>3. Daytime Wandering Monsters: The DM makes a 1d6 roll for wandering monsters for the daytime hours. See the Chance of Encounter Table for determining rolls.</p><p></p><p>4. Encounter Results: Based on the DM's die roll, the party does the following:</p><p></p><p>a. If no wandering monsters are encountered, party concludes movement and daylight period ends. Skip to Step 6.</p><p></p><p>b. If wandering monsters are encountered, the DM goes to the Encounter Checklist, below. If the characters want to evade or pursue encountered monsters, the DM goes to the "Evasion and Pursuit" section later in this chapter.</p><p></p><p>5. Resume Travel: After the encounter, the party may resume travel. If they are lost, the DM may (at his option) recheck the direction of travel.</p><p></p><p>6. Nightfall: The party finds a place to stop and rest.</p><p></p><p>7. Nighttime Wandering Monsters: The DM makes a 1d12 roll for wandering monsters for the nighttime hours. See the Chance of Encounter Table for determining rolls. If an encounter is indicated, the DM chooses the watch during which it occurs; two or three PC guards can be posted during the night, each taking an equal amount of time guarding the party while on watch. Continue with one of the following steps: a. If an encounter occurs, the DM uses the Encounter Checklist, below, b. If no encounter occurs, the DM proceeds to Step 9.</p><p></p><p>8. Resume Rest: Once any nighttime encounter is over, the party returns to rest.</p><p></p><p>9. Night's End: Return to Step 1 above.[/SPOILER]</p><p></p><p>[HR][/HR]</p><p></p><p>[SPOILER="Encounter Checklist"]1. Game Time: Game time switches from 10-minute turns to 10-second rounds. The DM does not have to inform the players of this until he or she informs them that they are having an encounter.</p><p></p><p>2. Surprise: Both sides make appropriate rolls (1d6), the caller for the PCs and the DM for the monsters. Any side that rolls a 1 or a 2 is surprised. To keep from alerting players than an encounter is imminent, the DM can simply make both rolls him or herself.</p><p></p><p>3. Initiative: If one side is surprised, it loses initiative automatically. Otherwise, both sides make initiative rolls (1d6) to see who moves, talks, or attacks first. The side that rolls higher goes first.</p><p></p><p>4. Reactions: If the DM does not know how the monsters will react to the PCs, the DM makes reaction rolls to determine their initial reactions. See the Monster Reactions Table under "Monster Reactions," below.</p><p></p><p>5. Results: The DM determines the results of the party's actions as follows:</p><p></p><p>a. If the PCs trigger a trap, the DM applies the consequences.</p><p></p><p>b. If both sides can speak, role-play the conversation until agreement is reached, one side leaves, or a fight begins.</p><p></p><p>c. If the PCs run away, make a morale check for the monsters or NPCs to see if they give chase. If so, use the pursuit and evasion rules later this chapter to see if the PCs get away.</p><p></p><p>d. If one or both sides attack, play proceeds with the Combat Sequence Checklist (see Chapter 8, page 102; start with Step 1 and roll for initiative again).</p><p></p><p>6. Encounter Ends: After the encounter ends, begin play with a new turn. Always assume that an encounter takes at least one full turn to resolve.</p><p></p><p>* Monster Reaction Table</p><p></p><p>Roll 2d6 Monster Reaction</p><p>2-3 Monster attacks</p><p>4-6 Monster is aggressive (growls, threatens); roll again in one round with a penalty of -4 to the roll</p><p>7-9 Monster is cautious; roll again in one round</p><p>10-11 Monster is neutral; roll again in one round with a bonus of +4 to the roll</p><p>12 Monster is friendly</p><p></p><p>** Wilderness Encounters</p><p></p><p>Find the type of terrain on the Wilderness Encounters Table where the encounter is taking place. Roll 1d8 and check the column corresponding to the terrain type. The result tells which subtable to consult. Go to that subtable and roll 1d12 on the column corresponding to the terrain type where the encounter is taking place. The result tells which monster the characters encounter. See Chapter 14 for details about that monster, including how many monsters appear. Play out the encounter as described under "Encounters" on page 91, using the visibility, distance, and surprise factors.[/SPOILER]</p><p></p><p>[HR][/HR]</p><p></p><p>[SPOILER="Evasion and Pursuit Checklist"]1. Contact: The two parties encounter one another.</p><p></p><p>2. Decision to Evade: One party decides to evade. If the evading party is not surprised and the other party is surprised, evasion is automatically successful; go to Step 6. If the other party is not surprised, go to Step 2.</p><p></p><p>3. Decision to Pursue: The other party decides whether to pursue. The PCs decide for themselves; monsters must make a morale check (defined in Chapter 8). On a successful morale check, the monsters give chase (go to Step 4). On an unsuccessful morale check, the monsters do not chase (go to Step 6).</p><p></p><p>4. Attempt to Evade: The DM rolls on the Evasion Table. If the PCs succeed, they have evaded the pursuers (go to Step 6). If they fail, pursuit continues (Step 5).</p><p></p><p>5. Pursuit Continues: Movement is measured in rounds and conducted at running speed; both sides roll 1d6 for initiative once per round; the side with the higher roll moves first each round. The chase continues until one of the following happens:</p><p></p><p>a. The pursuers decide to give up. Monsters must make a new morale check every five rounds and give up the chase if they fail the check. Go to Step 6.</p><p></p><p>b. The evading party is caught by the pursuers (because of superior speed or terrain obstacles). Combat occurs; go to the Combat Checklist in Chapter 8. c. The evading party escapes (by using magic spells or by finally making a successful evasion roll on the Evasion Table when terrain and circumstances warrant). Go to Step 6.</p><p></p><p>6. Regain Bearings: Evaders rest and determine where they now are.[/SPOILER]</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8642727, member: 6696971"] Just going to drop in the relevant Rules Cyclopedia Checklists for your little project [USER=70468]@kenada[/USER] and for your compare/contrast project [USER=71699]@clearstream[/USER] . Ironically (or probably TOTALLY UNIRONICALLY depending upon your perspective), RC is almost surely the least played D&D but it is 100 % the best form of D&D's exploration rules for Classic play. This is what robust, integrated loops looks like (and there is well more to it than this; the entire Campaigning section which includes the engineering and art and principles of hexmapping, time - round, turn, day - and movement and equipment and encumbrance and classes and action resolution etc). [SPOILER="Game Turn Checklist"]1. Wandering Monsters: If the wandering monsters check at the end of the previous turn was positive, the monsters arrive now. Under normal dungeon conditions, they appear 2d6 x 10' away in a direction of the DM's choice (see the "Encounter Distance" section, below, for more information). Leave the Game Turn Checklist sequence and go to the Encounter Checklist, below. See "Handling Wandering Monsters," below, for more details on handling wandering monsters. 2. Actions: The caller (or each player) describes party actions (movement, listening, searching, etc.). 3. Results: The DM describes the results of the party's actions as follows: a. If PC actions result in a discovery (a secret door, trap, etc.), the DM tells them what they found. b. If the PCs entered a new area, the DM describes it so that the mapper can map it. c. If an encounter occurs, skip to the Encounter Checklist. 4. Wandering Monsters Check: The DM checks for wandering monsters and random encounters. The DM rolls 1d6 every other turn to check for this. If this is a dungeon and a "1" comes up on the die, the PCs will encounter wandering monsters at the beginning of the next turn (other types of terrain have different chances as shown on the Chance of Encounter Table, below). Chance of Encounter Table Type of Encounter Roll Method Dungeon and city = Roll 1d6 every two turns when traveling and roll 1d12 once during the night; on a 1, an encounter occurs Wilderness = Determine the type of terrain the party is in and roll 1d6 once during the day and roll 1d12 once when camped at night; consult the following for encounter occurrences Type of Terrain Chance Clear, grasslands, inhabited, or settled = 1 Forest, river, hills, barren lands, desert, ocean*, or aerial** = 1-2 Swamp, jungle, or mountains = 1-3 * Ocean: A roll of 1 indicates a normal ocean encounter. A roll of 2 indicates no encounter unless the ship lands at the end of the day; if so, a land encounter is used. ** Aerial encounters always use the Flyers subtable in the Wilderness Encounter Table, regardless of terrain.[/SPOILER] [HR][/HR] [SPOILER="Game Day Checklist"]1. Daybreak: Party prepares for travel, studies spells, selects travel direction. 2. Getting Lost: DM rolls 1d6 to see if party becomes lost. If so, see the "Land Travel" section in Chapter 6. 3. Daytime Wandering Monsters: The DM makes a 1d6 roll for wandering monsters for the daytime hours. See the Chance of Encounter Table for determining rolls. 4. Encounter Results: Based on the DM's die roll, the party does the following: a. If no wandering monsters are encountered, party concludes movement and daylight period ends. Skip to Step 6. b. If wandering monsters are encountered, the DM goes to the Encounter Checklist, below. If the characters want to evade or pursue encountered monsters, the DM goes to the "Evasion and Pursuit" section later in this chapter. 5. Resume Travel: After the encounter, the party may resume travel. If they are lost, the DM may (at his option) recheck the direction of travel. 6. Nightfall: The party finds a place to stop and rest. 7. Nighttime Wandering Monsters: The DM makes a 1d12 roll for wandering monsters for the nighttime hours. See the Chance of Encounter Table for determining rolls. If an encounter is indicated, the DM chooses the watch during which it occurs; two or three PC guards can be posted during the night, each taking an equal amount of time guarding the party while on watch. Continue with one of the following steps: a. If an encounter occurs, the DM uses the Encounter Checklist, below, b. If no encounter occurs, the DM proceeds to Step 9. 8. Resume Rest: Once any nighttime encounter is over, the party returns to rest. 9. Night's End: Return to Step 1 above.[/SPOILER] [HR][/HR] [SPOILER="Encounter Checklist"]1. Game Time: Game time switches from 10-minute turns to 10-second rounds. The DM does not have to inform the players of this until he or she informs them that they are having an encounter. 2. Surprise: Both sides make appropriate rolls (1d6), the caller for the PCs and the DM for the monsters. Any side that rolls a 1 or a 2 is surprised. To keep from alerting players than an encounter is imminent, the DM can simply make both rolls him or herself. 3. Initiative: If one side is surprised, it loses initiative automatically. Otherwise, both sides make initiative rolls (1d6) to see who moves, talks, or attacks first. The side that rolls higher goes first. 4. Reactions: If the DM does not know how the monsters will react to the PCs, the DM makes reaction rolls to determine their initial reactions. See the Monster Reactions Table under "Monster Reactions," below. 5. Results: The DM determines the results of the party's actions as follows: a. If the PCs trigger a trap, the DM applies the consequences. b. If both sides can speak, role-play the conversation until agreement is reached, one side leaves, or a fight begins. c. If the PCs run away, make a morale check for the monsters or NPCs to see if they give chase. If so, use the pursuit and evasion rules later this chapter to see if the PCs get away. d. If one or both sides attack, play proceeds with the Combat Sequence Checklist (see Chapter 8, page 102; start with Step 1 and roll for initiative again). 6. Encounter Ends: After the encounter ends, begin play with a new turn. Always assume that an encounter takes at least one full turn to resolve. * Monster Reaction Table Roll 2d6 Monster Reaction 2-3 Monster attacks 4-6 Monster is aggressive (growls, threatens); roll again in one round with a penalty of -4 to the roll 7-9 Monster is cautious; roll again in one round 10-11 Monster is neutral; roll again in one round with a bonus of +4 to the roll 12 Monster is friendly ** Wilderness Encounters Find the type of terrain on the Wilderness Encounters Table where the encounter is taking place. Roll 1d8 and check the column corresponding to the terrain type. The result tells which subtable to consult. Go to that subtable and roll 1d12 on the column corresponding to the terrain type where the encounter is taking place. The result tells which monster the characters encounter. See Chapter 14 for details about that monster, including how many monsters appear. Play out the encounter as described under "Encounters" on page 91, using the visibility, distance, and surprise factors.[/SPOILER] [HR][/HR] [SPOILER="Evasion and Pursuit Checklist"]1. Contact: The two parties encounter one another. 2. Decision to Evade: One party decides to evade. If the evading party is not surprised and the other party is surprised, evasion is automatically successful; go to Step 6. If the other party is not surprised, go to Step 2. 3. Decision to Pursue: The other party decides whether to pursue. The PCs decide for themselves; monsters must make a morale check (defined in Chapter 8). On a successful morale check, the monsters give chase (go to Step 4). On an unsuccessful morale check, the monsters do not chase (go to Step 6). 4. Attempt to Evade: The DM rolls on the Evasion Table. If the PCs succeed, they have evaded the pursuers (go to Step 6). If they fail, pursuit continues (Step 5). 5. Pursuit Continues: Movement is measured in rounds and conducted at running speed; both sides roll 1d6 for initiative once per round; the side with the higher roll moves first each round. The chase continues until one of the following happens: a. The pursuers decide to give up. Monsters must make a new morale check every five rounds and give up the chase if they fail the check. Go to Step 6. b. The evading party is caught by the pursuers (because of superior speed or terrain obstacles). Combat occurs; go to the Combat Checklist in Chapter 8. c. The evading party escapes (by using magic spells or by finally making a successful evasion roll on the Evasion Table when terrain and circumstances warrant). Go to Step 6. 6. Regain Bearings: Evaders rest and determine where they now are.[/SPOILER] [/QUOTE]
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