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UA - Into the Wild
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<blockquote data-quote="the_redbeard" data-source="post: 7343520" data-attributes="member: 22644"><p>Things I really liked and thought were helpful:</p><p><strong>The terrain chances for an encounter map</strong> - featureless encounters are boring, give us stuff to interact with.</p><p><strong>Journeys are an important part of adventure stories, but there is very little support on making them interesting</strong>. Material like this is very helpful. Too often travel is on a blank gray slate no matter the world location.</p><p></p><p>Things I Thought Were Missing</p><p><strong>Challenge Rating of the Terrain</strong>: There should be guidance on setting land areas to challenge different levels of parties. Yes, eventually the party will Air Walk or Teleport everywhere. But there's still a wide range of levels before that happens. Whether you are designing for a specific party or making a sandbox world with differing levels of difficulty (like a dungeon with multiple levels the party can use to calculate their risk), guidance for making terrain to challenge specific levels would be helpful.</p><p></p><p><strong>Interaction between the flora, fauna and geography</strong>. Not just the random encounter tables advice in the books, but how to tailor encounters for specific features. What likes to live in the quick sand, and how do they take advantage of it. (The example does do some of this but there isn't any motivation to do so in the rules content.)</p><p></p><p>Example + and -</p><p>Terrain: the example could have used more interactivity. Can the boulders be pushed over onto enemies? Rolled down those steep hills? Will the bandits try to use them, so they PCs would need to make different choices in combat? </p><p></p><p>Other possibilities: it isn't directly said (that I saw) is that the Moon Hills are pretty dry, since vegetation is sparse and you've got old connections to the Plane of Earth. So the gullies may be typically dry, but is there a 1% chance of a flash flood in a gulley during a long rest? THAT would add excitement to an evening encounter (if not just be a hazard onto itself.)</p><p></p><p>I really enjoyed the Planar Confluence.</p><p></p><p>Other than the Planar Confluence, there was little in the example to provide guidance on hazards.</p><p></p><p>In general, the connection between the narrative descriptions and the mechanics (natural and supernatural) was strong. Nice.</p></blockquote><p></p>
[QUOTE="the_redbeard, post: 7343520, member: 22644"] Things I really liked and thought were helpful: [B]The terrain chances for an encounter map[/B] - featureless encounters are boring, give us stuff to interact with. [B]Journeys are an important part of adventure stories, but there is very little support on making them interesting[/B]. Material like this is very helpful. Too often travel is on a blank gray slate no matter the world location. Things I Thought Were Missing [B]Challenge Rating of the Terrain[/B]: There should be guidance on setting land areas to challenge different levels of parties. Yes, eventually the party will Air Walk or Teleport everywhere. But there's still a wide range of levels before that happens. Whether you are designing for a specific party or making a sandbox world with differing levels of difficulty (like a dungeon with multiple levels the party can use to calculate their risk), guidance for making terrain to challenge specific levels would be helpful. [b]Interaction between the flora, fauna and geography[/b]. Not just the random encounter tables advice in the books, but how to tailor encounters for specific features. What likes to live in the quick sand, and how do they take advantage of it. (The example does do some of this but there isn't any motivation to do so in the rules content.) Example + and - Terrain: the example could have used more interactivity. Can the boulders be pushed over onto enemies? Rolled down those steep hills? Will the bandits try to use them, so they PCs would need to make different choices in combat? Other possibilities: it isn't directly said (that I saw) is that the Moon Hills are pretty dry, since vegetation is sparse and you've got old connections to the Plane of Earth. So the gullies may be typically dry, but is there a 1% chance of a flash flood in a gulley during a long rest? THAT would add excitement to an evening encounter (if not just be a hazard onto itself.) I really enjoyed the Planar Confluence. Other than the Planar Confluence, there was little in the example to provide guidance on hazards. In general, the connection between the narrative descriptions and the mechanics (natural and supernatural) was strong. Nice. [/QUOTE]
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