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General Tabletop Discussion
*Dungeons & Dragons
Wilderness Exploration according to the core rulebooks of 5e
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<blockquote data-quote="UngainlyTitan" data-source="post: 8570165" data-attributes="member: 28487"><p>[USER=7033472]@FallenRX[/USER] the Op is a fair summary of the rules as they exist. I have been reviewing the same over the last couple of months and ruminating on them ever since I created a for personal use module for FantasyGrounds to collate the information in the Dungeon Masters Screen Wilderness Kit version and I had a 20 minute rant at the computer on the subject of the Wilderness Navigation table. This the worst kind of pull the DC out of your backside construction and has no relation to actual wilderness navigation.</p><p></p><p>Now, from memory it plays pretty much as old school D&D (or AD&D) and it is fine for a resource tracking, old school hex crawl type of game. It does suffer from the fact that Favoured Terrain and the Outlander backgrounds Wanderer feature breaks it, or at least severely bends it, as do some other features in 5e and there rapid recharge of powers make a resource attrition game a bit of a issue in 5e as the rest of the game pushes back against it.</p><p>Also at high level you can pretty much bypass the wilderness.</p><p></p><p>Now for people who do not like resource management or old school play this reduces to some random die rolling and may be a trivial encounter with no lasting consequences.</p><p></p><p>[USER=84112]@HammerMan[/USER] That the the AIME book have a very interesting take but it is very tied to themes of Shadow and Corruption from the game.</p><p></p><p>The way I see it, favoured terrain should be done the way it is in the Cubicle 7 Middle Earth books. Modified for D&D this should be: terrain you know well, know moderately well, do not really know and hostile. These should give modifiers to the navigation and survival checks.</p><p>With more modifiers from prior research. The length of march should negatively modify the roll.</p><p>The party should have a minimum range to travel on standard living expenses where they are considered well supplied. The could extend that by spending more and further again with pack animals. Wagons and mounts also extend movement range.</p><p>Movement out of supply forces forage and increases the travel time and so on.</p><p></p><p>Turning this noodling into a process of play, well I am not there yet. Basically I think that the successful execution of a journey should be based on knowledge of the terrain, preparation, weather (influenced by climate and time of year), supplies and some risk factor of the route and that there should be some random encounters, beneficial if they roll well and complications if they roll badly. </p><p>That all of this will give how much delay on the journey and maybe if things go really wrong they pick up some exhaustion at their destination.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 8570165, member: 28487"] [USER=7033472]@FallenRX[/USER] the Op is a fair summary of the rules as they exist. I have been reviewing the same over the last couple of months and ruminating on them ever since I created a for personal use module for FantasyGrounds to collate the information in the Dungeon Masters Screen Wilderness Kit version and I had a 20 minute rant at the computer on the subject of the Wilderness Navigation table. This the worst kind of pull the DC out of your backside construction and has no relation to actual wilderness navigation. Now, from memory it plays pretty much as old school D&D (or AD&D) and it is fine for a resource tracking, old school hex crawl type of game. It does suffer from the fact that Favoured Terrain and the Outlander backgrounds Wanderer feature breaks it, or at least severely bends it, as do some other features in 5e and there rapid recharge of powers make a resource attrition game a bit of a issue in 5e as the rest of the game pushes back against it. Also at high level you can pretty much bypass the wilderness. Now for people who do not like resource management or old school play this reduces to some random die rolling and may be a trivial encounter with no lasting consequences. [USER=84112]@HammerMan[/USER] That the the AIME book have a very interesting take but it is very tied to themes of Shadow and Corruption from the game. The way I see it, favoured terrain should be done the way it is in the Cubicle 7 Middle Earth books. Modified for D&D this should be: terrain you know well, know moderately well, do not really know and hostile. These should give modifiers to the navigation and survival checks. With more modifiers from prior research. The length of march should negatively modify the roll. The party should have a minimum range to travel on standard living expenses where they are considered well supplied. The could extend that by spending more and further again with pack animals. Wagons and mounts also extend movement range. Movement out of supply forces forage and increases the travel time and so on. Turning this noodling into a process of play, well I am not there yet. Basically I think that the successful execution of a journey should be based on knowledge of the terrain, preparation, weather (influenced by climate and time of year), supplies and some risk factor of the route and that there should be some random encounters, beneficial if they roll well and complications if they roll badly. That all of this will give how much delay on the journey and maybe if things go really wrong they pick up some exhaustion at their destination. [/QUOTE]
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