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<blockquote data-quote="the Jester" data-source="post: 5980695" data-attributes="member: 1210"><p>It's easy enough to track time via real world units IMHO; though I miss the old skool turn, it's strictly for nostalgia's sake.</p><p></p><p>That said, I'd love a good solid set of exploration rules and support. Stuff like: </p><p></p><p>-A thorough but succinct stat block for traps.</p><p>-A good list of example DCs for finding hidden objects.</p><p>-Random encounter rules, including typical monster frequency (I favor the 1e MM2 random encounter system).</p><p>-A list of natural and environmental hazards and their effects, e.g. landslides, desert heat, etc. </p><p>-Monsters in the MM that aren't just there for combat.</p><p>-A system for hexcrawling.</p><p>-Solid random dungeon generation system.</p><p>-A good random settlement/city generator and charts.</p><p>-Random npc charts allowing for quickly (in about six rolls) generating the outlines of an npc with a personality sketch.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5980695, member: 1210"] It's easy enough to track time via real world units IMHO; though I miss the old skool turn, it's strictly for nostalgia's sake. That said, I'd love a good solid set of exploration rules and support. Stuff like: -A thorough but succinct stat block for traps. -A good list of example DCs for finding hidden objects. -Random encounter rules, including typical monster frequency (I favor the 1e MM2 random encounter system). -A list of natural and environmental hazards and their effects, e.g. landslides, desert heat, etc. -Monsters in the MM that aren't just there for combat. -A system for hexcrawling. -Solid random dungeon generation system. -A good random settlement/city generator and charts. -Random npc charts allowing for quickly (in about six rolls) generating the outlines of an npc with a personality sketch. [/QUOTE]
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