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The new exploration rules, discussion
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<blockquote data-quote="GX.Sigma" data-source="post: 6105510" data-attributes="member: 6690511"><p>The point is, there's no reason <em>not </em>to roll, so they're all going to roll every time.</p><p></p><p>This is supposed to a DM-side rule, and it doesn't give the DM rules for figuring out what happens. These are supposed to be exploration rules, but they don't actually clarify how exploration works in the d20 system. (Based on these rules, I suspect the answer is "it doesn't.")</p><p></p><p>Then let me try to explain:</p><p>Scenario 1: You walk in a straight line through the woods all day.</p><p>Scenario 2: You walk in a straight line through the woods all day.</p><p></p><p>In scenario 1, you encounter a monster every hour. In scenario 2, you encounter only one monster all day.</p><p></p><p>Can you explain them to me? I'm still having trouble.</p><p>The Stealth paragraph says that "one group...can avoid detection completely...if all its members are sneaking" (without having to roll--except they already rolled during the movement phase). "Otherwise, contests occur as necessary to determine if anyone sneaking on either side is detected." There are no guidelines for how to conduct these contests (Does each creature individually roll a stealth check and a perception check? If so, how do I hide the fact that I'm making 20 die rolls when the characters only see 3 orcs? For that matter, why do you expect me to make 20 die rolls? Ain't nobody got time for that!).</p><p></p><p>The next paragraph begins with "if one group is hidden from the other, [x]. Otherwise..." This implies that, <em>after </em>you do "contests as necessary," you have each creature check against some DC to... do what? (It doesn't actually say what happens if you fail the saving throw. From the context, it seems they mean that whoever fails the save is surprised.) Actually, upon reading this again, this seems like a pretty reasonable rule. You can check right before each creature acts. It's nice to have a way to adjudicate the situation where the PCs kick in a door and find a bunch of monsters minding their own business. This one gets a pass.</p><p></p><p>You must be thinking of squares. One hex is 60 degrees, two hexes is 120 degrees.</p><p></p><p><a href="http://steamtunnel.blogspot.com/2011/03/wilderness-template-and-more-on-hexes.html" target="_blank">Which is an inferior conversion rate</a>. If you scale up, you get 72-mile superhexes, which are not granular enough for air or sea travel. Another step and you get 864-mile supersuperhexes, which are not useful for much of anything.</p></blockquote><p></p>
[QUOTE="GX.Sigma, post: 6105510, member: 6690511"] The point is, there's no reason [I]not [/I]to roll, so they're all going to roll every time. This is supposed to a DM-side rule, and it doesn't give the DM rules for figuring out what happens. These are supposed to be exploration rules, but they don't actually clarify how exploration works in the d20 system. (Based on these rules, I suspect the answer is "it doesn't.") Then let me try to explain: Scenario 1: You walk in a straight line through the woods all day. Scenario 2: You walk in a straight line through the woods all day. In scenario 1, you encounter a monster every hour. In scenario 2, you encounter only one monster all day. Can you explain them to me? I'm still having trouble. The Stealth paragraph says that "one group...can avoid detection completely...if all its members are sneaking" (without having to roll--except they already rolled during the movement phase). "Otherwise, contests occur as necessary to determine if anyone sneaking on either side is detected." There are no guidelines for how to conduct these contests (Does each creature individually roll a stealth check and a perception check? If so, how do I hide the fact that I'm making 20 die rolls when the characters only see 3 orcs? For that matter, why do you expect me to make 20 die rolls? Ain't nobody got time for that!). The next paragraph begins with "if one group is hidden from the other, [x]. Otherwise..." This implies that, [I]after [/I]you do "contests as necessary," you have each creature check against some DC to... do what? (It doesn't actually say what happens if you fail the saving throw. From the context, it seems they mean that whoever fails the save is surprised.) Actually, upon reading this again, this seems like a pretty reasonable rule. You can check right before each creature acts. It's nice to have a way to adjudicate the situation where the PCs kick in a door and find a bunch of monsters minding their own business. This one gets a pass. You must be thinking of squares. One hex is 60 degrees, two hexes is 120 degrees. [URL="http://steamtunnel.blogspot.com/2011/03/wilderness-template-and-more-on-hexes.html"]Which is an inferior conversion rate[/URL]. If you scale up, you get 72-mile superhexes, which are not granular enough for air or sea travel. Another step and you get 864-mile supersuperhexes, which are not useful for much of anything. [/QUOTE]
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