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<blockquote data-quote="GX.Sigma" data-source="post: 6105666" data-attributes="member: 6690511"><p>Update: The "Examples of Play" do a better job explaining the rules than the rules do. </p><p></p><p>Insights:</p><p></p><ul> <li data-xf-list-type="ul">If you fail your "being able to do two jobs" check, you fail at both your jobs. +1 for the rules.</li> <li data-xf-list-type="ul">The person keeping watch is the only person who makes a check to detect monsters. Good, because my head would explode otherwise. +1 for the rules.</li> <li data-xf-list-type="ul">PC's checks are made at the start of the turn, then "locked in" for later reference during the turn. Okay, this makes more sense. +1 for the rules.</li> <li data-xf-list-type="ul">"The five cultists fail the check, so she is hidden from all of them at the start of the fight." Wait, what? It says "the check," which implies they collectively rolled once. Does group perception even exist in this ruleset? +? for the rules?</li> <li data-xf-list-type="ul">"The party is carrying a light source...the cultists can't be surprised..." Wait, then how is she hidden? Actually, the rules for stealth do not say you need concealment. This example seems to back that up. So you can sneak through a bare dungeon corridor and be completely hidden from all the monsters with darkvision as long as you're quiet enough? -1 for the rules.</li> <li data-xf-list-type="ul">"...the DM shifts to 1-hour exploration turns. She could have opted for a 1-day turn if the terrain was relatively safe or the characters had a trail to follow, but neither of those facts is true." Meh, I see what you're saying, but I'm still not buying it. If you determine that an area <em>is </em>dense with monsters, and give it a certain chance for wandering monsters, then you check against the <em>same </em>number <em>regardless </em>of how long the turns are (unless you come up with a different number for the different scales - 5% per hour equates to 40% per day or whatever). The only way this makes sense is to use 1-hour turns only for really really dangerous places, and never skip over those places with 1-day turns. When you enter the Forest of Monsters, you're in 1-hour turns until you leave. <em>That </em>makes sense. +/- 0 for the rules.</li> </ul><p></p><p>I'm actually getting over my first impression and starting to like these rules. The minuses that still remain are:</p><p></p><ul> <li data-xf-list-type="ul">Stealth unclear/broken</li> <li data-xf-list-type="ul">No rules for parties of different speeds (mounts/vehicles/flight)</li> <li data-xf-list-type="ul">No rules for how different terrain affects movement</li> <li data-xf-list-type="ul">Making checks for large numbers of creatures at once still needs to be addressed</li> </ul></blockquote><p></p>
[QUOTE="GX.Sigma, post: 6105666, member: 6690511"] Update: The "Examples of Play" do a better job explaining the rules than the rules do. Insights: [LIST] [*]If you fail your "being able to do two jobs" check, you fail at both your jobs. +1 for the rules. [*]The person keeping watch is the only person who makes a check to detect monsters. Good, because my head would explode otherwise. +1 for the rules. [*]PC's checks are made at the start of the turn, then "locked in" for later reference during the turn. Okay, this makes more sense. +1 for the rules. [*]"The five cultists fail the check, so she is hidden from all of them at the start of the fight." Wait, what? It says "the check," which implies they collectively rolled once. Does group perception even exist in this ruleset? +? for the rules? [*]"The party is carrying a light source...the cultists can't be surprised..." Wait, then how is she hidden? Actually, the rules for stealth do not say you need concealment. This example seems to back that up. So you can sneak through a bare dungeon corridor and be completely hidden from all the monsters with darkvision as long as you're quiet enough? -1 for the rules. [*]"...the DM shifts to 1-hour exploration turns. She could have opted for a 1-day turn if the terrain was relatively safe or the characters had a trail to follow, but neither of those facts is true." Meh, I see what you're saying, but I'm still not buying it. If you determine that an area [I]is [/I]dense with monsters, and give it a certain chance for wandering monsters, then you check against the [I]same [/I]number [I]regardless [/I]of how long the turns are (unless you come up with a different number for the different scales - 5% per hour equates to 40% per day or whatever). The only way this makes sense is to use 1-hour turns only for really really dangerous places, and never skip over those places with 1-day turns. When you enter the Forest of Monsters, you're in 1-hour turns until you leave. [I]That [/I]makes sense. +/- 0 for the rules. [/LIST] I'm actually getting over my first impression and starting to like these rules. The minuses that still remain are: [LIST] [*]Stealth unclear/broken [*]No rules for parties of different speeds (mounts/vehicles/flight) [*]No rules for how different terrain affects movement [*]Making checks for large numbers of creatures at once still needs to be addressed [/LIST] [/QUOTE]
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