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Why I think we don't need rules for exploration, just tools.
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<blockquote data-quote="Minigiant" data-source="post: 6241639" data-attributes="member: 63508"><p>For negotiations an explorations when I DM, I do a mix of mechanics from 4e skill challenges and basic checks. I determine how many "bad things" could happpen and how many "good things" could be lost in a particular event. Then call for checks naturally with failures meaning either a boon is lost or a complication or penalty is added. It wasn't as rigid as skill chanllenges as each die roll directly tied to a part of the conversation or exploration. </p><p></p><p>1 check for the location of the dungeon. 1 check for an escort of warriors. 1 check for information about the dungeon. 1 group check to sense a trap to kill the PCs. 1 check to navigate the wilds to get to the dungeon. 1 group check to spot the ambush. 1 group check to climb the cliff to check to the dungeon. A set of checks to survive the freak tornado </p><p></p><p>Sometimes (<strong>often</strong>) I penalize PCs who roll too many times in a row (based on Int) as the PC runs out of ideas or eventually brainfarts. Spreads the rolls around.</p><p></p><p></p><p>The key is to make the explorations and conversation rules feel organic. And that is something not taught often. And most mechanically rules pull you out the immersion. It took a long time to learn when to stop the player talking and call for a roll in a natural manner.</p><p></p><p>The Next rules for exploration feels good. They feel natural. Brother John navigates with Green. Xila writes the map. Slick scouts ahead. Sir Goose watches for ambushes. "John and Green. Roll so I can tell you what you see. Goose and Slick roll too. Just in case. Xila, you are too busy."</p></blockquote><p></p>
[QUOTE="Minigiant, post: 6241639, member: 63508"] For negotiations an explorations when I DM, I do a mix of mechanics from 4e skill challenges and basic checks. I determine how many "bad things" could happpen and how many "good things" could be lost in a particular event. Then call for checks naturally with failures meaning either a boon is lost or a complication or penalty is added. It wasn't as rigid as skill chanllenges as each die roll directly tied to a part of the conversation or exploration. 1 check for the location of the dungeon. 1 check for an escort of warriors. 1 check for information about the dungeon. 1 group check to sense a trap to kill the PCs. 1 check to navigate the wilds to get to the dungeon. 1 group check to spot the ambush. 1 group check to climb the cliff to check to the dungeon. A set of checks to survive the freak tornado Sometimes ([B]often[/B]) I penalize PCs who roll too many times in a row (based on Int) as the PC runs out of ideas or eventually brainfarts. Spreads the rolls around. The key is to make the explorations and conversation rules feel organic. And that is something not taught often. And most mechanically rules pull you out the immersion. It took a long time to learn when to stop the player talking and call for a roll in a natural manner. The Next rules for exploration feels good. They feel natural. Brother John navigates with Green. Xila writes the map. Slick scouts ahead. Sir Goose watches for ambushes. "John and Green. Roll so I can tell you what you see. Goose and Slick roll too. Just in case. Xila, you are too busy." [/QUOTE]
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