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General Tabletop Discussion
*Dungeons & Dragons
Wilderness Travel Skill Challenge (PEACH)
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<blockquote data-quote="Syrsuro" data-source="post: 4443505" data-attributes="member: 58162"><p>Thanks for the input.</p><p> </p><p>1. I actually had/have streetwise on my own notes for the approach, but I left it off - treating it as "Other skills". Streetwise is specific to rural areas (towns, villages, etc.) - and despite its name isn't really a skill aimed at 'looking for streets'. It would most likely allow it while actually passing through/near towns, but its application would be situational (even more so than Diplomacy/Intimidation). </p><p> </p><p>2. This is my main concern. I am going to go with it more or less as written in this first use to see how the approach works. But I suspect, upon consideration, that a set of rolls per day is perhaps too frequent. </p><p> </p><p>Another concern is that it will become routine. I.e. each character making more or less the same set of rolls each time they travel so that, rather than interesting and varied, it becomes boring the third or fourth time they travel.</p><p> </p><p>But on the other hand, I wanted to end up with a mechanic that a) put some 'control' into their hands with regards to pace and encounters and b) avoided making every single encounter on the road the only encounter for the day. By using this approach there is some potential attrition and loss of healing surges/powers from encounter to encounter (giving them reason not to just unload their daily on their first (and likely only) encounter for the day. And if I extend the scope of each round of 'phases' to be more than one day, its less clear why they haven't been able to rest in that (longer than a single day) time. </p><p> </p><p>And I liked the decision making that goes into deciding which of the three phases will get the most attention - "Do we want to find the fastest/best route, avoid encounters or make sure we have a place to rest tonight?"</p><p> </p><p>An alternate approach would be to break up the phases into varying durations. I.e. the Pathfinding phase happens first and based on its level of success they party can travel for N days without losing its way, while encounter/hazard avoidance and resting occur occasionally (perhaps in response to scripted events or random rolls by DM.). But I'll see how the above plays out first.</p><p> </p><p>Carl</p></blockquote><p></p>
[QUOTE="Syrsuro, post: 4443505, member: 58162"] Thanks for the input. 1. I actually had/have streetwise on my own notes for the approach, but I left it off - treating it as "Other skills". Streetwise is specific to rural areas (towns, villages, etc.) - and despite its name isn't really a skill aimed at 'looking for streets'. It would most likely allow it while actually passing through/near towns, but its application would be situational (even more so than Diplomacy/Intimidation). 2. This is my main concern. I am going to go with it more or less as written in this first use to see how the approach works. But I suspect, upon consideration, that a set of rolls per day is perhaps too frequent. Another concern is that it will become routine. I.e. each character making more or less the same set of rolls each time they travel so that, rather than interesting and varied, it becomes boring the third or fourth time they travel. But on the other hand, I wanted to end up with a mechanic that a) put some 'control' into their hands with regards to pace and encounters and b) avoided making every single encounter on the road the only encounter for the day. By using this approach there is some potential attrition and loss of healing surges/powers from encounter to encounter (giving them reason not to just unload their daily on their first (and likely only) encounter for the day. And if I extend the scope of each round of 'phases' to be more than one day, its less clear why they haven't been able to rest in that (longer than a single day) time. And I liked the decision making that goes into deciding which of the three phases will get the most attention - "Do we want to find the fastest/best route, avoid encounters or make sure we have a place to rest tonight?" An alternate approach would be to break up the phases into varying durations. I.e. the Pathfinding phase happens first and based on its level of success they party can travel for N days without losing its way, while encounter/hazard avoidance and resting occur occasionally (perhaps in response to scripted events or random rolls by DM.). But I'll see how the above plays out first. Carl [/QUOTE]
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