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*Dungeons & Dragons
Taking the "Dungeons" out of D&D
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<blockquote data-quote="robus" data-source="post: 8085231" data-attributes="member: 6801558"><p>I think something missing from dungeon crawls (and the rest of the game) is a good method for tracking time in way that the players can respond to. It's amazing that 5e provides no mechanism for tracking game world time apart from some vague advice on how long things might take.</p><p></p><p>The time pool system proposed by the Angry GM (and ably supported by this excellent DMs Guild product: <a href="https://www.dmsguild.com/product/253286/Time-Tracker" target="_blank">Time Tracker - Dungeon Masters Guild | Dungeon Masters Guild</a> ) is a perfect example of some additional rules enhancing the game and making any exploration of a dangerous place feel more perilous and exciting. The Time Tracker also adds the ability to track days and weeks which is nice.</p><p></p><p>In a similar manner we need some mechanism to make visible progress toward a social interaction goal. The players need to know where they are they start a high-stakes encounter. Basically how many "successes" do they need to gain victory. I don't believe in the skill check approach from earlier editions because a fixed number of failures means that more attempts (from a larger party for example) will make failure more likely than successful. Something more like a scale where the DM can put a marker to indicate the starting condition. Hostile, wary, skeptical etc. And then indicate where the players need to get to achieve victory and as the back and forth proceeds use those as inputs to move the marker forward or backward so that the players can clearly see whether they're making progress or not. And of course if they make too many failures they fail outright and the interaction is over. Something like that anyway.</p></blockquote><p></p>
[QUOTE="robus, post: 8085231, member: 6801558"] I think something missing from dungeon crawls (and the rest of the game) is a good method for tracking time in way that the players can respond to. It's amazing that 5e provides no mechanism for tracking game world time apart from some vague advice on how long things might take. The time pool system proposed by the Angry GM (and ably supported by this excellent DMs Guild product: [URL="https://www.dmsguild.com/product/253286/Time-Tracker"]Time Tracker - Dungeon Masters Guild | Dungeon Masters Guild[/URL] ) is a perfect example of some additional rules enhancing the game and making any exploration of a dangerous place feel more perilous and exciting. The Time Tracker also adds the ability to track days and weeks which is nice. In a similar manner we need some mechanism to make visible progress toward a social interaction goal. The players need to know where they are they start a high-stakes encounter. Basically how many "successes" do they need to gain victory. I don't believe in the skill check approach from earlier editions because a fixed number of failures means that more attempts (from a larger party for example) will make failure more likely than successful. Something more like a scale where the DM can put a marker to indicate the starting condition. Hostile, wary, skeptical etc. And then indicate where the players need to get to achieve victory and as the back and forth proceeds use those as inputs to move the marker forward or backward so that the players can clearly see whether they're making progress or not. And of course if they make too many failures they fail outright and the interaction is over. Something like that anyway. [/QUOTE]
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