Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
What type of ranger would your prefer for 2024?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Emberashh" data-source="post: 9073725" data-attributes="member: 7040941"><p>In other news, tonight I think I cracked the code on the whole "Getting Lost sucks ass" part, and ironically I did so by going <em>more realistic</em> with the travel rules for my game. </p><p></p><p>In actual wilderness navigation, theres a phenomenon called the drift error. Essentially, because even with highly precise navigation equipment or omnipresent landmarks to navigate towards, it generally isn't possible to travel and perfectly straight lines when you're on untamed terrain. You eventually drift off course and your final path, at its most precise, will be quite wiggly, and with less precision, this drift effect can be pretty pronounced, especially over long distances without course correction. </p><p></p><p>And this is something Ive actually noticed in the survival games I like to play, so its a very real effect. </p><p></p><p>So, to translate that into a TTRPG, I've started working on implementing <em>Travel Drift</em> as a mechanic. </p><p></p><p>The basics of how it works is that for every 12 miles (two hexes) travelled, you accumulate a Drift error of 1, which will drive you into either a leftward or rightward adjacent hex if you continue past that 12 miles. </p><p></p><p>Now, whether or not you actually travel that 12 miles or more will depend, as it will vary upon whether or not you have a specific course you wish to take, and if you have such a course, how well the skill checks go. </p><p></p><p>So how does that work? In comes the <em>Pathfinding</em> skill, and two particular Travel Tasks that fall under it: <em>Pathfind</em> and <em>Navigate</em>. </p><p></p><p><em>Pathfind</em> is used to find efficient routes through the terrain you're travelling in, and is what provides the Party with their <em>Pacing</em>, which is the measure of how many miles the party manages to travel in a given Expedition turn, equal to whatever you rolled on your 2d10 skill check. However, you also gain a bonus to Pacing with a degree of success system, with your result compared to the Terrain Modifier (basically a DC thats set by region and/or Hex), up to a max of 15 additional miles if you get 10 over the Terrain mod. But if you roll even higher, every set of 5 above 10 you get reduces your drift error by 1. </p><p></p><p>You don't actually have to roll Pathfind, however, to travel. The Party could instead <em>Meander</em>, and just wander aimlessly, which they can do at a rate of 1 Hex per turn. </p><p></p><p>The other is Navigate, which is more or less self-explanitory. This one can't provide you any additional Pacing (though it will provide the base amount if you or someone else doesn't Pathfind; if both are used, the highest result determines your base Pacing), but it can directly impact your Drift error. The DOS here is based on being within 3 of the Terrain Modifier; come within 3, you keep your course. Roll more than 3 below the TM, you take a drift penalty of 1 for every 5. Roll above the TM, you take a drift reduction of 1 for every 5. </p><p></p><p>So, long story short, getting "lost" when you're actively pathfinding doesn't actually happen. Instead, becoming lost is simply a function of not knowing where you actually are. This <em>can</em> happen when you're Pathfinding, if the party travels an excessive distance without checking themselves (this is something Im still contemplating a range for), but most often will occur when leaving the other ends of places the party can't really keep their bearings in, like long dungeons, especially dense forests, etc, and is a condition to be cured by navigating your way out of it, looking for landmarks to center yourself. This Im still working on as well, but the idea will be that its a confluence of Pathfinding check (<em>Find Bearing</em>) and actively moving through the world. Basically, the longer you're out there lost, the more likely you will be to find your way. (As unlike hapless city folk, you'll be assumed as an adventurer to have some basic knowledge with the skill, as you will with all of them, so you can't stay lost forever...unless something sets itself against you, that is, and there will be options there. Like getting your own Wizard to shout back at the Mountain to stop bothering you just because some white-robed moron on a tower somewhere has gone power hungry) </p><p></p><p>So by setting up these particular rules (amongst the great pile of them going into <em>Adventuring</em>, including Exploration, Travel, Survival, and Time) this gives a lot of fodder to build class abilities on for not just the Ranger, but also the other Nature classes, as well as some choice others, like the Barbarian.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9073725, member: 7040941"] In other news, tonight I think I cracked the code on the whole "Getting Lost sucks ass" part, and ironically I did so by going [I]more realistic[/I] with the travel rules for my game. In actual wilderness navigation, theres a phenomenon called the drift error. Essentially, because even with highly precise navigation equipment or omnipresent landmarks to navigate towards, it generally isn't possible to travel and perfectly straight lines when you're on untamed terrain. You eventually drift off course and your final path, at its most precise, will be quite wiggly, and with less precision, this drift effect can be pretty pronounced, especially over long distances without course correction. And this is something Ive actually noticed in the survival games I like to play, so its a very real effect. So, to translate that into a TTRPG, I've started working on implementing [I]Travel Drift[/I] as a mechanic. The basics of how it works is that for every 12 miles (two hexes) travelled, you accumulate a Drift error of 1, which will drive you into either a leftward or rightward adjacent hex if you continue past that 12 miles. Now, whether or not you actually travel that 12 miles or more will depend, as it will vary upon whether or not you have a specific course you wish to take, and if you have such a course, how well the skill checks go. So how does that work? In comes the [I]Pathfinding[/I] skill, and two particular Travel Tasks that fall under it: [I]Pathfind[/I] and [I]Navigate[/I]. [I]Pathfind[/I] is used to find efficient routes through the terrain you're travelling in, and is what provides the Party with their [I]Pacing[/I], which is the measure of how many miles the party manages to travel in a given Expedition turn, equal to whatever you rolled on your 2d10 skill check. However, you also gain a bonus to Pacing with a degree of success system, with your result compared to the Terrain Modifier (basically a DC thats set by region and/or Hex), up to a max of 15 additional miles if you get 10 over the Terrain mod. But if you roll even higher, every set of 5 above 10 you get reduces your drift error by 1. You don't actually have to roll Pathfind, however, to travel. The Party could instead [I]Meander[/I], and just wander aimlessly, which they can do at a rate of 1 Hex per turn. The other is Navigate, which is more or less self-explanitory. This one can't provide you any additional Pacing (though it will provide the base amount if you or someone else doesn't Pathfind; if both are used, the highest result determines your base Pacing), but it can directly impact your Drift error. The DOS here is based on being within 3 of the Terrain Modifier; come within 3, you keep your course. Roll more than 3 below the TM, you take a drift penalty of 1 for every 5. Roll above the TM, you take a drift reduction of 1 for every 5. So, long story short, getting "lost" when you're actively pathfinding doesn't actually happen. Instead, becoming lost is simply a function of not knowing where you actually are. This [I]can[/I] happen when you're Pathfinding, if the party travels an excessive distance without checking themselves (this is something Im still contemplating a range for), but most often will occur when leaving the other ends of places the party can't really keep their bearings in, like long dungeons, especially dense forests, etc, and is a condition to be cured by navigating your way out of it, looking for landmarks to center yourself. This Im still working on as well, but the idea will be that its a confluence of Pathfinding check ([I]Find Bearing[/I]) and actively moving through the world. Basically, the longer you're out there lost, the more likely you will be to find your way. (As unlike hapless city folk, you'll be assumed as an adventurer to have some basic knowledge with the skill, as you will with all of them, so you can't stay lost forever...unless something sets itself against you, that is, and there will be options there. Like getting your own Wizard to shout back at the Mountain to stop bothering you just because some white-robed moron on a tower somewhere has gone power hungry) So by setting up these particular rules (amongst the great pile of them going into [I]Adventuring[/I], including Exploration, Travel, Survival, and Time) this gives a lot of fodder to build class abilities on for not just the Ranger, but also the other Nature classes, as well as some choice others, like the Barbarian. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What type of ranger would your prefer for 2024?
Top