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[ToA] Hex-crawling and Long Rests
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<blockquote data-quote="CapnZapp" data-source="post: 7229264" data-attributes="member: 12731"><p>Ha ha, you jest... but seriously, no. </p><p></p><p>Lifting the game up from 0-3 encounters per game day (to approximately double that) is enough of a gargantuan task for me.</p><p></p><p>So if there's going to be a 12 encounter stint, that better be fairly memorable and unique, with the players themselves realizing how bad their luck has gone. It really needs to be apparent how they must have missed several safe hexes, and/or had maximum encounters every day.</p><p></p><p>I am quite aware there's a thin line between ardor and challenge on one hand, and frustration and hopelessness on the other.</p><p></p><p>Not sure how classic hex crawls are handling character agency. Are there clues given as to what direction to travel in? (Not if hexes are randomized, I would think) Should there be Survival rolls that help the party to travel in the "right" direction?</p><p></p><p>Perhaps a successful roll means the DM indicates two forward hexes to be somewhat better than the third (assuming the party is traveling in a general direction such as "south")?</p><p></p><p>Or, like the television game, the party chooses their next hex and makes some roll.</p><p></p><p>Assuming it isn't a failure, the DM then reveals one of the three forward hexes the party *didn't* choose (the worse of the two), and then gives the party Ranger the opportunity to switch into the direction of the remaining unchosen unknown hex... ☺ </p><p></p><p>Sent from my C6603 using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7229264, member: 12731"] Ha ha, you jest... but seriously, no. Lifting the game up from 0-3 encounters per game day (to approximately double that) is enough of a gargantuan task for me. So if there's going to be a 12 encounter stint, that better be fairly memorable and unique, with the players themselves realizing how bad their luck has gone. It really needs to be apparent how they must have missed several safe hexes, and/or had maximum encounters every day. I am quite aware there's a thin line between ardor and challenge on one hand, and frustration and hopelessness on the other. Not sure how classic hex crawls are handling character agency. Are there clues given as to what direction to travel in? (Not if hexes are randomized, I would think) Should there be Survival rolls that help the party to travel in the "right" direction? Perhaps a successful roll means the DM indicates two forward hexes to be somewhat better than the third (assuming the party is traveling in a general direction such as "south")? Or, like the television game, the party chooses their next hex and makes some roll. Assuming it isn't a failure, the DM then reveals one of the three forward hexes the party *didn't* choose (the worse of the two), and then gives the party Ranger the opportunity to switch into the direction of the remaining unchosen unknown hex... ☺ Sent from my C6603 using [URL=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/URL] [/QUOTE]
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[ToA] Hex-crawling and Long Rests
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