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Wilderness Travel Skill Challenge (PEACH)
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<blockquote data-quote="Alex319" data-source="post: 4444196" data-attributes="member: 45678"><p>One major problem that I see with this system is that the movement speed penalty is tied to the number of <em>failures</em> in the pathfinding phase. This means that if a party chooses not to attempt any checks in the pathfinding phase, they have no chance of getting a movement penalty! (The only penalty for doing this is that they will have a reasonably hard DC for the check, but losing one healing surge is not really a big deal when they have a very good chance of being able to rest at the end of the day, after only one encounter.)</p><p></p><p>Incidentally, I'm currently working on a a full-fledged "randomly generated adventure" system which will include rules for wilderness travel. Essentially, the way it works is that travel is divided into a series of "adventure turns" where you roll a d20 on a special chart and get results like "encounter a wandering monster" or "make endurance checks or lose a healing surge". Progress is measured by "progress points" which are gained by rolling certain numbers on the d20 or by making certain skill checks (for example a result might be "gain a progress point if you succeed on a nature check".) I'll post it up when I'm done with it, and you might be able to adapt it for your own use.</p></blockquote><p></p>
[QUOTE="Alex319, post: 4444196, member: 45678"] One major problem that I see with this system is that the movement speed penalty is tied to the number of [I]failures[/I] in the pathfinding phase. This means that if a party chooses not to attempt any checks in the pathfinding phase, they have no chance of getting a movement penalty! (The only penalty for doing this is that they will have a reasonably hard DC for the check, but losing one healing surge is not really a big deal when they have a very good chance of being able to rest at the end of the day, after only one encounter.) Incidentally, I'm currently working on a a full-fledged "randomly generated adventure" system which will include rules for wilderness travel. Essentially, the way it works is that travel is divided into a series of "adventure turns" where you roll a d20 on a special chart and get results like "encounter a wandering monster" or "make endurance checks or lose a healing surge". Progress is measured by "progress points" which are gained by rolling certain numbers on the d20 or by making certain skill checks (for example a result might be "gain a progress point if you succeed on a nature check".) I'll post it up when I'm done with it, and you might be able to adapt it for your own use. [/QUOTE]
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