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What modules should come out sooner rather than later? [Poll]
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<blockquote data-quote="GX.Sigma" data-source="post: 5951673" data-attributes="member: 6690511"><p><u> Dungeon exploration:</u></p><p></p><ul> <li data-xf-list-type="ul"> If a party enters the dungeon at 5:00 PM, is it dark yet when they leave the dungeon?</li> <li data-xf-list-type="ul"> If the Cleric casts a spell with a duration of 1 hour, how do you decide when that hour is up?</li> <li data-xf-list-type="ul"> If there's no way of keeping track of time, why would the party not search every room and wall for traps, treasure, and secret doors?</li> </ul><p>10 minute turns solve these problems: You can move a certain distance in 10 minutes (which I defined in my houserule as twice one's tactical speed; or ten times if they're not mapping), and some activities take up the whole of 10 minutes (searching for traps, disarming traps, searching for treasure, searching for secret doors, etc.). Every 20 minutes, there is a 1 in 6 chance of a wandering monster. Even if used solely on the DM's side as a means of eyeballing duration, this system solves the above problems.</p><p></p><p><u>Wilderness exploration:</u> Without exploration rules, a cross-country journey is either</p><p></p><ol> <li data-xf-list-type="ol">A fade to black</li> <li data-xf-list-type="ol">A single random encounter roll (or a series thereof)</li> <li data-xf-list-type="ol">Encounters the DM has prepared earlier</li> </ol><p>All of these have the same problems:</p><p></p><ul> <li data-xf-list-type="ul">Restricts player choice (i.e., is not a form of exploration)</li> <li data-xf-list-type="ul">Makes the world seem small</li> <li data-xf-list-type="ul">Makes travel time seem insignificant (and/or difficult to quantify)</li> <li data-xf-list-type="ul">Requires either advance DM preparation or emergency DM adjudication</li> <li data-xf-list-type="ul">Is not an engaging or interesting mode of gameplay</li> </ul><p>The hex crawl solves these problems: The world map is laid out on a hexagonal grid, making distances easy to count. It takes a certain amount of time for the party to move to a different hex, and there is often (if not always) a random encounter roll and/or a chance of getting lost, each modified by the type of terrain. Some hexes may have predefined things within them (castles, wizard towers, dungeon entrances, etc.), and some regions may have events occurring throughout them (a war between two types of monster which the party may be able to exploit, etc.). This system allows the players to make meaningful choices, and gives them an actual world to actually explore.</p></blockquote><p></p>
[QUOTE="GX.Sigma, post: 5951673, member: 6690511"] [U] Dungeon exploration:[/U] [LIST] [*] If a party enters the dungeon at 5:00 PM, is it dark yet when they leave the dungeon? [*] If the Cleric casts a spell with a duration of 1 hour, how do you decide when that hour is up? [*] If there's no way of keeping track of time, why would the party not search every room and wall for traps, treasure, and secret doors? [/LIST] 10 minute turns solve these problems: You can move a certain distance in 10 minutes (which I defined in my houserule as twice one's tactical speed; or ten times if they're not mapping), and some activities take up the whole of 10 minutes (searching for traps, disarming traps, searching for treasure, searching for secret doors, etc.). Every 20 minutes, there is a 1 in 6 chance of a wandering monster. Even if used solely on the DM's side as a means of eyeballing duration, this system solves the above problems. [U]Wilderness exploration:[/U] Without exploration rules, a cross-country journey is either [LIST=1] [*]A fade to black [*]A single random encounter roll (or a series thereof) [*]Encounters the DM has prepared earlier [/LIST] All of these have the same problems: [LIST] [*]Restricts player choice (i.e., is not a form of exploration) [*]Makes the world seem small [*]Makes travel time seem insignificant (and/or difficult to quantify) [*]Requires either advance DM preparation or emergency DM adjudication [*]Is not an engaging or interesting mode of gameplay [/LIST] The hex crawl solves these problems: The world map is laid out on a hexagonal grid, making distances easy to count. It takes a certain amount of time for the party to move to a different hex, and there is often (if not always) a random encounter roll and/or a chance of getting lost, each modified by the type of terrain. Some hexes may have predefined things within them (castles, wizard towers, dungeon entrances, etc.), and some regions may have events occurring throughout them (a war between two types of monster which the party may be able to exploit, etc.). This system allows the players to make meaningful choices, and gives them an actual world to actually explore. [/QUOTE]
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What modules should come out sooner rather than later? [Poll]
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