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General Tabletop Discussion
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The new exploration rules, discussion
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<blockquote data-quote="Li Shenron" data-source="post: 6105780" data-attributes="member: 1465"><p>Those would be definitely great additions!</p><p></p><p></p><p></p><p>To add one more thought... As [MENTION=6688285]Blackwarder[/MENTION] mentions, dungeon & wilderness exploration are somewhat different things.</p><p></p><p>So rather than focusing on how <em>dangerous</em> a place is before choosing how long turns should be, what I would personally do is focus on what is the <em>purpose</em> of the scenario, i.e. what the <em>player characters</em> are going there. And this IMHO is strongly correlated to the <em>size</em> of the area involved.</p><p></p><p>5-minutes turns would be good for me, when the PCs are exploring an enclosed space, such as caves or city sewers, where you tend to reason in meters but you don't usually want to measure time in rounds because it would result in way too many checks for traps for example. I would very much use this approach <em>all the time</em> while in dungeon <em>corridors</em>, until either an encounter occurs or the PCs enter a potentially interesting room.</p><p></p><p>1-hour turns would be useful when the PCs are in a larger area looking for something or some more specific location (and when they find it, the scope shrinks to smaller distances and time), the forest being the perfect example.</p><p></p><p>1-day turns in my opinion serve well a very different case: <em>travel</em>. They are perfect for a LotR-style quest where there can be days without anything relevant. These rules can be good for letting the DM fast-forward without completely skipping those days.</p><p></p><p>All these are cases that gave me problems in 3e... I know the exploration rules are an optional module, but I really really really hope they will end up in the core books nevertheless. <img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6105780, member: 1465"] Those would be definitely great additions! To add one more thought... As [MENTION=6688285]Blackwarder[/MENTION] mentions, dungeon & wilderness exploration are somewhat different things. So rather than focusing on how [I]dangerous[/I] a place is before choosing how long turns should be, what I would personally do is focus on what is the [I]purpose[/I] of the scenario, i.e. what the [I]player characters[/I] are going there. And this IMHO is strongly correlated to the [I]size[/I] of the area involved. 5-minutes turns would be good for me, when the PCs are exploring an enclosed space, such as caves or city sewers, where you tend to reason in meters but you don't usually want to measure time in rounds because it would result in way too many checks for traps for example. I would very much use this approach [I]all the time[/I] while in dungeon [I]corridors[/I], until either an encounter occurs or the PCs enter a potentially interesting room. 1-hour turns would be useful when the PCs are in a larger area looking for something or some more specific location (and when they find it, the scope shrinks to smaller distances and time), the forest being the perfect example. 1-day turns in my opinion serve well a very different case: [I]travel[/I]. They are perfect for a LotR-style quest where there can be days without anything relevant. These rules can be good for letting the DM fast-forward without completely skipping those days. All these are cases that gave me problems in 3e... I know the exploration rules are an optional module, but I really really really hope they will end up in the core books nevertheless. :angel: [/QUOTE]
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