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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: The Lost Art of Being Lost
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<blockquote data-quote="MNblockhead" data-source="post: 8876849" data-attributes="member: 6796661"><p>Yeah, just after I posted that I thought, "hey, I should check what is already in the DMG". </p><p></p><p>I will say, however, it is also a good time to point out how annoying it is to find something in the DMG. I don't have the print version handy, so maybe the index would lead me to the rules on getting lost. But in D&D Beyond? Gah! Anyway, after poking around, I found it under "Adventure Environments/Wilderness Survival" (apparently getting lost is not something likely to come up in urban environments, dungeons, or "unusual environments"). </p><p></p><p>In any event, I find the DMG rules on getting lost rather lackluster. Perhaps that's why I forgot about them. Basically they will help you calculate how long it takes to get from A to B. Depending on the terrain and how fast you are travelling you set a DC to make a survival check against. In the check fails, the party spends 1d6 hours trying to get back on track and can then make another check. </p><p></p><p>I would rather the a longer section that discusses approaches to getting lost in a variety of situations and giving advice on different approaches.</p><p></p><p>Getting lost, for example needn't always come down to just survival checks. You can connect it to social interaction rules to get directions and assistance. You could have some generic random encounter tables that tie into other rules: social interactions, chases, etc. E.g., Party runs into a Deadly or worse encounter they are unlikely to win. They need to sneak to avoid or escape from a chase, etc. </p><p></p><p>The rules given in the DMG make sense for a hexcrawl or TOTM where you are tracking miles travelled. But other options can be discussed. Such as a travel montage using 4e-style skill challenges. </p><p></p><p>There are a lot of cool ideas in third-party products and in discussion boards, the DMs Guild etc. I would be nice to have more of these tools given as options in the DMG.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8876849, member: 6796661"] Yeah, just after I posted that I thought, "hey, I should check what is already in the DMG". I will say, however, it is also a good time to point out how annoying it is to find something in the DMG. I don't have the print version handy, so maybe the index would lead me to the rules on getting lost. But in D&D Beyond? Gah! Anyway, after poking around, I found it under "Adventure Environments/Wilderness Survival" (apparently getting lost is not something likely to come up in urban environments, dungeons, or "unusual environments"). In any event, I find the DMG rules on getting lost rather lackluster. Perhaps that's why I forgot about them. Basically they will help you calculate how long it takes to get from A to B. Depending on the terrain and how fast you are travelling you set a DC to make a survival check against. In the check fails, the party spends 1d6 hours trying to get back on track and can then make another check. I would rather the a longer section that discusses approaches to getting lost in a variety of situations and giving advice on different approaches. Getting lost, for example needn't always come down to just survival checks. You can connect it to social interaction rules to get directions and assistance. You could have some generic random encounter tables that tie into other rules: social interactions, chases, etc. E.g., Party runs into a Deadly or worse encounter they are unlikely to win. They need to sneak to avoid or escape from a chase, etc. The rules given in the DMG make sense for a hexcrawl or TOTM where you are tracking miles travelled. But other options can be discussed. Such as a travel montage using 4e-style skill challenges. There are a lot of cool ideas in third-party products and in discussion boards, the DMs Guild etc. I would be nice to have more of these tools given as options in the DMG. [/QUOTE]
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