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*Dungeons & Dragons
Why I think we don't need rules for exploration, just tools.
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<blockquote data-quote="Li Shenron" data-source="post: 6241460" data-attributes="member: 1465"><p>Two things that such a system would help me with:</p><p></p><p>- <em>group multiple routine checks into a single check per turn</em>: a typical case could be trapfinding, maybe you have 2 traps in the whole dungeon but the players are so paranoid that they roll a check at every floor tile, and when they forget to do so it's of course one of those 2 locations they should have... Especially featureless dungeons (e.g. natural caves) or outdoor locations can be tedious, with the monotonous surroundings giving no clue. A turn-based system could have a task for trapfinding or similar things to avoid players do that, and at the same time avoiding the opposite case of the DM practically having to tell them when to roll.</p><p></p><p>- <em>forcing characters do one task, leaving other tasks to other characters</em>: in a turn-based system where each PC can do one only thing per turn, maybe there is less risk for one of them to dominate the whole phase. At the same time, and even more importantly, a party with e.g. 2 Rogues or 2 Rangers makes sense again, because the better of the two can't always do everything all the time.</p><p></p><p>That said, unfortunately the current system has a good framework, but falls very short in the list of tasks covered! I.e., you still have to take those checks one-by-one...</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6241460, member: 1465"] Two things that such a system would help me with: - [I]group multiple routine checks into a single check per turn[/I]: a typical case could be trapfinding, maybe you have 2 traps in the whole dungeon but the players are so paranoid that they roll a check at every floor tile, and when they forget to do so it's of course one of those 2 locations they should have... Especially featureless dungeons (e.g. natural caves) or outdoor locations can be tedious, with the monotonous surroundings giving no clue. A turn-based system could have a task for trapfinding or similar things to avoid players do that, and at the same time avoiding the opposite case of the DM practically having to tell them when to roll. - [I]forcing characters do one task, leaving other tasks to other characters[/I]: in a turn-based system where each PC can do one only thing per turn, maybe there is less risk for one of them to dominate the whole phase. At the same time, and even more importantly, a party with e.g. 2 Rogues or 2 Rangers makes sense again, because the better of the two can't always do everything all the time. That said, unfortunately the current system has a good framework, but falls very short in the list of tasks covered! I.e., you still have to take those checks one-by-one... [/QUOTE]
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Why I think we don't need rules for exploration, just tools.
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