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General Tabletop Discussion
*Dungeons & Dragons
The new exploration rules, discussion
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<blockquote data-quote="KidSnide" data-source="post: 6106460" data-attributes="member: 54710"><p>This version of the exploration rules are too complicated, but they are an excellent start. Giving different exploration "roles" (i.e. tasks) to different PCs and having individual players roll the dice for their aspect of exploration is an excellent idea. The tactical choices involved in assigning tasks would be too much if PCs re-assign roles every round, but -- as a practical matter -- the party will divide up the tasks once and everyone will almost always do the same thing.</p><p></p><p>More specific criticisms:</p><p></p><p>-- The "multiple tasks" rule is too complicated. It would be much easier if attempting two tasks simply gave you disadvantage. All you need is a chart like this:</p><p></p><p>Pace Tasks</p><p>Rushed No tasks</p><p>Fast Disadvantage</p><p>Moderate Normal</p><p>Cautious Advantage</p><p></p><p>...where PCs can only attempt two tasks at a Moderate or Cautious pace. This would also increase the difference between a Rushed and Fast pace, which are a little too similar right now.</p><p></p><p>-- The rules work fine for a 4-5 person party, but they start to break down with a small party (or if a lone PC gets isolated). What happens if nobody tries to navigate? Does the party/character automatically get lost? A rogue or ranger exploring by herself should be able to use stealth (to avoid encounters) without getting lost or running into every trap in the wilderness. Maybe navigation should be something that one leader gets to do for free instead of being a task?</p><p></p><p>-- The rules for sneaking should note the difference between an entire group sneaking vs. a single character stealthily scouting ahead. Presumably, a stealthy scout should have a chance to notice obvious hazards and warn the rest of the party before they bumble into them.</p><p></p><p>-- These are supposed to be guidelines for new DMs, so there should be a discussion of how encounters change when organized NPCs spot the PCs. For example, once the PCs are detected, lone monsters might become less common while organize patrols could be more common, and monsters may gather into a war party or barricade themselves in defensive positions.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 6106460, member: 54710"] This version of the exploration rules are too complicated, but they are an excellent start. Giving different exploration "roles" (i.e. tasks) to different PCs and having individual players roll the dice for their aspect of exploration is an excellent idea. The tactical choices involved in assigning tasks would be too much if PCs re-assign roles every round, but -- as a practical matter -- the party will divide up the tasks once and everyone will almost always do the same thing. More specific criticisms: -- The "multiple tasks" rule is too complicated. It would be much easier if attempting two tasks simply gave you disadvantage. All you need is a chart like this: Pace Tasks Rushed No tasks Fast Disadvantage Moderate Normal Cautious Advantage ...where PCs can only attempt two tasks at a Moderate or Cautious pace. This would also increase the difference between a Rushed and Fast pace, which are a little too similar right now. -- The rules work fine for a 4-5 person party, but they start to break down with a small party (or if a lone PC gets isolated). What happens if nobody tries to navigate? Does the party/character automatically get lost? A rogue or ranger exploring by herself should be able to use stealth (to avoid encounters) without getting lost or running into every trap in the wilderness. Maybe navigation should be something that one leader gets to do for free instead of being a task? -- The rules for sneaking should note the difference between an entire group sneaking vs. a single character stealthily scouting ahead. Presumably, a stealthy scout should have a chance to notice obvious hazards and warn the rest of the party before they bumble into them. -- These are supposed to be guidelines for new DMs, so there should be a discussion of how encounters change when organized NPCs spot the PCs. For example, once the PCs are detected, lone monsters might become less common while organize patrols could be more common, and monsters may gather into a war party or barricade themselves in defensive positions. -KS [/QUOTE]
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