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General Tabletop Discussion
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What do you do when players say "we go north" but their characters don't have the "Keen Mind" Feat or Navigation Equipment?
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<blockquote data-quote="Mad_Jack" data-source="post: 7352230" data-attributes="member: 6750306"><p>Assuming the players find themselves in a situation where their characters - who are experienced travelers - can't easily figure out which direction they're heading, it's going to either be an ability check or a skill check to determine their success, with advantage or disadvantage depending on <em>how</em> they try to determine that information.</p><p></p><p>It's probably going to be a fairly rare situation where the DC for a roll to determine direction is going to be very high, however, and there's quite possibly a chance of having multiple characters able to Assist with the role.</p><p></p><p></p><p> On a side note, a set of Navigation Tools as envisioned in 5E D&D are used for steering ships, plotting long voyages and surveying/mapmaking. It's probably not too far-fetched to say that someone with proficiency in Survival, someone with training in the art of divination, or someone with a military or maritime background might have the basic knowledge of how to make a compass or other basic navigational tool, and such things might possibly be commonplace enough to be for sale in the campaign world.</p><p>in the real world, lodestones were used for geomancy and divination in China as early as 800 B.C.E., and were in reasonably widespread use as compasses by 1100 A.D. And before that, the Norse were using bi-refractive crystals on cloudy days to determine direction. So, given the tech level of most campaign worlds, there's a pretty decent chance that a balanced and diverse party is going to have at least<em> someone</em> with either the equipment or knowledge to be able to determine which way to go without too much trouble.</p></blockquote><p></p>
[QUOTE="Mad_Jack, post: 7352230, member: 6750306"] Assuming the players find themselves in a situation where their characters - who are experienced travelers - can't easily figure out which direction they're heading, it's going to either be an ability check or a skill check to determine their success, with advantage or disadvantage depending on [I]how[/I] they try to determine that information. It's probably going to be a fairly rare situation where the DC for a roll to determine direction is going to be very high, however, and there's quite possibly a chance of having multiple characters able to Assist with the role. On a side note, a set of Navigation Tools as envisioned in 5E D&D are used for steering ships, plotting long voyages and surveying/mapmaking. It's probably not too far-fetched to say that someone with proficiency in Survival, someone with training in the art of divination, or someone with a military or maritime background might have the basic knowledge of how to make a compass or other basic navigational tool, and such things might possibly be commonplace enough to be for sale in the campaign world. in the real world, lodestones were used for geomancy and divination in China as early as 800 B.C.E., and were in reasonably widespread use as compasses by 1100 A.D. And before that, the Norse were using bi-refractive crystals on cloudy days to determine direction. So, given the tech level of most campaign worlds, there's a pretty decent chance that a balanced and diverse party is going to have at least[I] someone[/I] with either the equipment or knowledge to be able to determine which way to go without too much trouble. [/QUOTE]
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General Tabletop Discussion
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What do you do when players say "we go north" but their characters don't have the "Keen Mind" Feat or Navigation Equipment?
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