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General Tabletop Discussion
*Dungeons & Dragons
The new exploration rules, discussion
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<blockquote data-quote="Quickleaf" data-source="post: 6106367" data-attributes="member: 20323"><p>I just tested a variant of these exploration rules in my 4e game tonight. </p><p></p><p>Overall, worked pretty well to capture the dilemma facing the PCs, just enough choice and detail without getting bogged down in dice rolls. The party was/is being pursued by a kobold horde, so they chose to move at a "Fast" pace to delay encountering the horde (and hopefully mitigate the horde's size/strength). I ended up making one roll for monster/trap per area (i.e. 2 sets of rolls total, since the PCs explored two areas). When they encountered a random black pudding, they choose to run from it. Then they triggered a ceiling-mounted bear trap. The biggest feedback the players gave was that it was hard to come to a consensus on what pace to pick, and ended up resorting to voting on it...but that's less a criticism of the playtest rules, and more a reflection on the difficulties facing any adventuring party <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I've attached a .pdf of what I handed the players.</p><p></p><p>Notably, the things I changed from the playtest packet included...</p><p>* a driving force to give the PCs a reason to move fast (the kobold horde hunting them)</p><p>* risk of random traps</p><p>* more "exploration tasks" (which never came into play)</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6106367, member: 20323"] I just tested a variant of these exploration rules in my 4e game tonight. Overall, worked pretty well to capture the dilemma facing the PCs, just enough choice and detail without getting bogged down in dice rolls. The party was/is being pursued by a kobold horde, so they chose to move at a "Fast" pace to delay encountering the horde (and hopefully mitigate the horde's size/strength). I ended up making one roll for monster/trap per area (i.e. 2 sets of rolls total, since the PCs explored two areas). When they encountered a random black pudding, they choose to run from it. Then they triggered a ceiling-mounted bear trap. The biggest feedback the players gave was that it was hard to come to a consensus on what pace to pick, and ended up resorting to voting on it...but that's less a criticism of the playtest rules, and more a reflection on the difficulties facing any adventuring party ;) I've attached a .pdf of what I handed the players. Notably, the things I changed from the playtest packet included... * a driving force to give the PCs a reason to move fast (the kobold horde hunting them) * risk of random traps * more "exploration tasks" (which never came into play) [/QUOTE]
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