Poll: DnD 5e Rules for Travelling Ideas (Homebrew)

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Saelune

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So, my latest campaign...well, all my campaigns do this, but its really bothering me in this one, is how travel is going. My players are travelling alot, as most campaigns go, but Im finding it boring. I dont really like just 'fast travelling' everywhere, especially when it is across entire countries.

I also dont really think there even is much in 5e addressing travel, so I have been working on my own.

Essentially, before every major travel (ie going somewhere that takes more than say, an hour's travel) the party rolls survival to determine if they can discern directions. The DC is dependent on 3 things, starting location, destination type, and the type of path to be travelled.

Starting from a major city would be easier since you would have lots of people who could be asked for directions and likely to know of anywhere you would want to go, and would be surrounded by clearer markers for travel, while a small town or village might not be as knowledgeable outside of the surrounding area, and ofcourse starting from the middle of the woods wont be any picnic.

As for destinations, going to a major city would be easier since there would be maps to it, road markers, and lots of people should know the way. Finding a frontier village would be less well known, and finding a hidden forest glade? Forget it.

And as for paths, major well-walked, well-maintained roads with clear signage would be easier than dirt paths or just walking straight into the woods.

So, each thing has 4 levels of difficulty, easy (+0), medium (+2), hard (+3) and very hard (+5). Add all that +5 to get the DC, thus ranging from 5 (Starting at a major city, traveling only major roads, to another major city) through to 20 (traveling from the middle of a forest with no roads to a hidden/unknown place. The DC could be any number between 5 and 20 except 6 and 19.

I personally like degrees of success/failure, though for this Id think degrees of success would matter less, since just not getting lost is your goal, but just barely missing the DC should just waste some time, while majorly failing should have you go essentially in the opposite direction. (Degrees being that rolling a 14 on a DC 15 isnt as punishing as rolling a 4 on a DC 15)

How players could be punished would have to depend on DM and intent. This could simply be used to determine random encounters possibly, like, if they fail they go the wrong way and get attacked by something, and have to beat it to get back on track, though getting lost could also allow to lead to its own adventures if the campaign/DM allows.

Anyways, Im posting all this cause Id love to get some ideas and feedback on what you guys think. Does this seem like a neat idea and fun? Does it sound tedious or distracting? Any ideas to improve it? Or even alternate ideas for travelling.

Edit: Criticize it if you have any, but can it be actual constructive criticism? If you're response is "Dont bother" then uh...dont bother.
 

Saelune

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Oh, to elaborate on the difficulties.

Easy (+0)
Starting from City
Using Well-Maintained major roads
Going to major city

Medium (+2)
Starting from a (currently populated) town
Using a often travelled but less maintained/worked (dirt) paths
Going to a town or well known landmark

Hard (+3)
Starting from an isolated (but lived in) village/landmark
Using paths less-travelled (small dirt paths)
Going to isolated villages/landmarks

Very Hard (+5)
Starting from an unmarked/unknown/wilderness location
Using No Path
Going to a hidden/unknown/wilderness location

So you'd determine which difficulty each of the 3 parts are, and add them together and add 5, to determine DC.

So starting from a City (+0) using a popular but unmaintained path (+2) and trying to reach a hidden location (+5) would be 0 + 2 + 5 + 5 to be a DC of 12.

Though should probably reroll anytime a logical change in travel occurs. Its unlikely any such hidden places would be right off a well-travelled path, but this would all be up to DM discretion.
 

SupahEwok

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Here's the thing about traveling: either you write out an adventure for traveling, or it's a chore that you have to go through to get to the actual adventure. D&D is a game played for fun. Chores get in the way of that. Unless you want to keep a list of prepared NPC and sidequests hooks handy to randomly roll up an impromptu diversion while the party is traveling, don't make a bunch of travel rules. It's neat on paper, but in practice, all you're doing is adding a bunch of tedium and mindless number checking. Like, what do you even do if your players get lost? Sit around awkwardly? Let them roll enough times 'til they get back on track?

The "one random encounter per journey" is a cliche, but it's one that exists for a reason. The adventure, the fun is on the other side of the world map. A single, simple encounter serves well as an aid to pacing, as it lends a certain weight to the traveling, while being a fun little combat and loot pinata that doesn't overstay it's welcome. Your players "earn" their destination in the most expeditious way possible.

If you feel like the PCs are traveling too far for a single encounter to be a true representation of their struggle, then make the traveling an adventure in itself. Have the PCs journey in a caravan with NPCs where shenanigans happen. Likewise for chartering passage on a ship. Set environmental puzzles, such as a mountain pass being blocked by a rock slide forcing the PCs to find a local guide.

The long and short of it is, in roleplaying games, do not let pointless rolling get in the way of fun. Either flesh out the traveling with planned encounters and puzzles or get over it as expeditiously as possible with some travelogue description.
 

SupahEwok

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Okay, I wrote the above using 20 out of 30 minutes of the only break I get during my workday, and I had to go out and get lunch whilst doing so, so... I was in a bit of a hurry. I want to expound a little bit now that I'm off.

The key to making decisions as a DM is understanding your role: to deliver a satisfying experience. That's universal, as "satisfying" will mean different things to different groups, and a good DM will play to the needs of their group (of course the DM has their own needs, but whether a DM is compatible with a group is something that needs to be hashed out at the beginning, and therefore my advice follows on the assumption that the DM and the players are aligned). So when you're interpreting rules or modifying them or adding/subtracting from them, the question you have to ask yourself is, "will this action result in satisfying play for myself and for my players?" For some people, realism is satisfying. For others, its the power fantasy. For yet others, its the cerebral stimulation of problem solving. Usually a given group will have multiple interests, some more important to them and others less.

So, ask yourself: what do your proposed travel rules satisfy? Actually, a better question is to step back to the beginning and ask yourself, what need am I attempting to satisfy? You've said that you find travel boring. That's a first step, but by itself it's shallow. What is it exactly do you find unsatisfactory? The presentation of the passage of time? Lack of engagement? Lack of simulation? There's a lot of potential needs that could need satisfying, and they all require different answers. I could make an interpretation of your need based on the rules you've thought up (my previous post did a fair bit of that in my rush), but it's better for your creative process to have it stated aloud. People call such a declaration different things: a mission statement, grand strategy, target goal. But what it ultimately boils down to is that it will provide focus and organization for you and for others helping you in the creative process.

Once you have determined precisely what need you have, then you can attempt to establish a means of satisfying it. I'll leave you to follow that if you wish, and now tell you what I find personally satisfactory. A lot of it is what I already said above. I once attempted to DM the Rise of the Abyss official module (or whatever its called). A big part of it is hardcore (for D&D) survivalist travel. The players don't start with supplies or with a map, and in an alien environment. Finding their way through the Underdark, scrounging for the bare necessities as they attempt to stay one step ahead of their pursuers while not losing their way in the caverns of darkness, sounds pretty cool. In practice, though? Survival roll to see if they chose the right direction and made progress that day. Survival roll to find rations. Book-keeping to divy out the rations between the PCs and a group of allied NPCs, adding what was found and subtracting what is eaten, day by day. Roll on the random encounters table to see if some scrimpy little encounter happens. Repeat at minimum 20 times for them to get to a place that actually had adventure happening. It was horrible. It was slow and dreary and boring. I aborted the campaign after 2 or 3 sessions. My take on handling travel in my first post is born out of the experience I had running that game. In my experience, the minutiae of adventuring in general and travel in particular isn't worth a rat's ass. Nobody actually playing wants to spend more real life time talking about how their characters put one foot in front of the other than they have to. Problem solving, combat, loot, adventure is all what the players sat down at the table for, and the book-keeping, although arguably something that was more "realistic", only served to get in the way of it.

I've thought about how I would run such that game with the benefit of hindsight in order to learn from my mistakes, and have come to the conclusion that the best way I could have handled a travel-heavy campaign would have been to throw out all the random encounter tables for piddly encounters and the survival rolls of if manna falls from heaven or not, and all the rest of that crap. Instead, I should have laid out 3 to 4 mini-dungeons or elaborate encounters in between each major location on the world map, and play through the characters stumbling into each one, with about half an hour of roleplaying/traveloguing with the NPCs and PCs in between each to pace them out and provide the feeling of time passing through character growth rather than arbitrary rolling and book-keeping. Its a little trick of the mind that people perceive time's passage best through the effects time will have. Abstracts like the rise and fall of rations on the character sheet is ultimately just banging around a bit on the calculator; even if it represents the passage of weeks, it is utterly unsatisfying. But coming across an orc camp with hostages, and letting the players figure out how they want to deal with it, with the reward being the rations the orcs are carrying, and then having an NPC prod the PCs into talking about the experience and letting the players shed new light on their characters' motivations and beliefs through it? Not only fun, but it feels like something happened because something did happen. You don't necessarily want to overstay your welcome, your players shouldn't have to play through a whole campaign just to move around in their actual campaign, but for a travel heavy game like I was running, 3 or 4 varied encounters, some combat, some environmental puzzles, some exploratory, and some open ended, in between major acts of the campaign, would have been just right (about 1.5 to 2.5 sessions, depending on length of session and speed of group). If your players really want to feel free, pretend to roll on a table and present the encounter as random and spontaneous, even if you wrote it all out beforehand. They won't know the difference while still getting the experience they want. A lot of "improvisational" DMing is really a carefully maintained smoke and mirrors room. So long as you present a satisfying experience, it doesn't matter how you do it.

Well, that's all my opinion anyway. Good luck running your game.
 

Saelune

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SupahEwok said:
Okay, I wrote the above using 20 out of 30 minutes of the only break I get during my workday, and I had to go out and get lunch whilst doing so, so... I was in a bit of a hurry. I want to expound a little bit now that I'm off.

The key to making decisions as a DM is understanding your role: to deliver a satisfying experience. That's universal, as "satisfying" will mean different things to different groups, and a good DM will play to the needs of their group (of course the DM has their own needs, but whether a DM is compatible with a group is something that needs to be hashed out at the beginning, and therefore my advice follows on the assumption that the DM and the players are aligned). So when you're interpreting rules or modifying them or adding/subtracting from them, the question you have to ask yourself is, "will this action result in satisfying play for myself and for my players?" For some people, realism is satisfying. For others, its the power fantasy. For yet others, its the cerebral stimulation of problem solving. Usually a given group will have multiple interests, some more important to them and others less.

So, ask yourself: what do your proposed travel rules satisfy? Actually, a better question is to step back to the beginning and ask yourself, what need am I attempting to satisfy? You've said that you find travel boring. That's a first step, but by itself it's shallow. What is it exactly do you find unsatisfactory? The presentation of the passage of time? Lack of engagement? Lack of simulation? There's a lot of potential needs that could need satisfying, and they all require different answers. I could make an interpretation of your need based on the rules you've thought up (my previous post did a fair bit of that in my rush), but it's better for your creative process to have it stated aloud. People call such a declaration different things: a mission statement, grand strategy, target goal. But what it ultimately boils down to is that it will provide focus and organization for you and for others helping you in the creative process.

Once you have determined precisely what need you have, then you can attempt to establish a means of satisfying it. I'll leave you to follow that if you wish, and now tell you what I find personally satisfactory. A lot of it is what I already said above. I once attempted to DM the Rise of the Abyss official module (or whatever its called). A big part of it is hardcore (for D&D) survivalist travel. The players don't start with supplies or with a map, and in an alien environment. Finding their way through the Underdark, scrounging for the bare necessities as they attempt to stay one step ahead of their pursuers while not losing their way in the caverns of darkness, sounds pretty cool. In practice, though? Survival roll to see if they chose the right direction and made progress that day. Survival roll to find rations. Book-keeping to divy out the rations between the PCs and a group of allied NPCs, adding what was found and subtracting what is eaten, day by day. Roll on the random encounters table to see if some scrimpy little encounter happens. Repeat at minimum 20 times for them to get to a place that actually had adventure happening. It was horrible. It was slow and dreary and boring. I aborted the campaign after 2 or 3 sessions. My take on handling travel in my first post is born out of the experience I had running that game. In my experience, the minutiae of adventuring in general and travel in particular isn't worth a rat's ass. Nobody actually playing wants to spend more real life time talking about how their characters put one foot in front of the other than they have to. Problem solving, combat, loot, adventure is all what the players sat down at the table for, and the book-keeping, although arguably something that was more "realistic", only served to get in the way of it.

I've thought about how I would run such that game with the benefit of hindsight in order to learn from my mistakes, and have come to the conclusion that the best way I could have handled a travel-heavy campaign would have been to throw out all the random encounter tables for piddly encounters and the survival rolls of if manna falls from heaven or not, and all the rest of that crap. Instead, I should have laid out 3 to 4 mini-dungeons or elaborate encounters in between each major location on the world map, and play through the characters stumbling into each one, with about half an hour of roleplaying/traveloguing with the NPCs and PCs in between each to pace them out and provide the feeling of time passing through character growth rather than arbitrary rolling and book-keeping. Its a little trick of the mind that people perceive time's passage best through the effects time will have. Abstracts like the rise and fall of rations on the character sheet is ultimately just banging around a bit on the calculator; even if it represents the passage of weeks, it is utterly unsatisfying. But coming across an orc camp with hostages, and letting the players figure out how they want to deal with it, with the reward being the rations the orcs are carrying, and then having an NPC prod the PCs into talking about the experience and letting the players shed new light on their characters' motivations and beliefs through it? Not only fun, but it feels like something happened because something did happen. You don't necessarily want to overstay your welcome, your players shouldn't have to play through a whole campaign just to move around in their actual campaign, but for a travel heavy game like I was running, 3 or 4 varied encounters, some combat, some environmental puzzles, some exploratory, and some open ended, in between major acts of the campaign, would have been just right (about 1.5 to 2.5 sessions, depending on length of session and speed of group). If your players really want to feel free, pretend to roll on a table and present the encounter as random and spontaneous, even if you wrote it all out beforehand. They won't know the difference while still getting the experience they want. A lot of "improvisational" DMing is really a carefully maintained smoke and mirrors room. So long as you present a satisfying experience, it doesn't matter how you do it.

Well, that's all my opinion anyway. Good luck running your game.
This is all intended for long overland travel where there arent walls on all sides. If I was in the Underdark, well, thats really more of a dungeon, and would play it out as such. If the players dont want to get lost in a dungeon, they need to actually remember where they are. When I map out dungeons, I have a map on my laptop screen and describe the area as they go.

I dont have my entire wilderness mapped out though like a dungeon.

If I were to do a gritty survival campaign...would probably rely more on Roleplaying than rolling. Rolling would be more for the physical aspects, like staying quiet or climbing something, but for eluding pursuers? The players would have to figure it out themselves.

I like adding some randomness cause I like seeing what can spill from it. I dont like this feeling of dragging my players by the nose, but it seems to be much of what I do.

I feel my idea could be a good alternative for determining random encounters, not just of people and creatures, but of places.

As for my own games, I have learned that improvisation > carefully constructed. Ive thrown out too many planned events to find that out. This is a side campaign to a very long major one that I split into 3 parts. They completed the first 2, and the first part had a carefully constructed final boss...and it got 'ruined' but I was fed up and forced it through...and felt shitty for it. This third part, I intend to not have a constructed final fight. I find I drag things on too much when I should just let my players feel good for outsmarting/performing the antagonist and saving the world even if its not at the top of the mighty volcano with a storm raging around them as the final boss despite being constantly thwarted still manages to last second steal the mighty McGuffin and blah blah blah.
 

SupahEwok

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Saelune said:
The Underdark... is far too large and elaborate to actively map out. It is tens of thousands of passages crisscrossing and going above and below each other. It is far harder to map out in detail than a surface adventure would be, which is why all Underdark maps I've ever seen are very vague.

When I said to have pre-written encounters, what was unspoken is that they should be flexible. Wizard throws out a lightning bolt in combat while crossing a mountain? Bring out the "rock slide blocks mountain pass" encounter out of the folder as a consequence, saying the lightning bolt set off the rock slide. Boom, continuity, and you've got a framework for the next encounter rather than making it all up ad-hoc. As part of the blocked pass encounter, have in your notes a couple ways for them to get past it that you can nudge them on if they get stuck; a scroll of Fly hidden in a nearby cave behind an owlbear if they look around for shelter, or climbing gear in a ruined caravan they can see from the blocked point and investigate if they choose. They think of something else? Cool, roll with it. Maybe the last encounter was with a group of tribesman that live in the area, and they want to go back to see if they know a way around. Just bring back the NPC from that encounter. And after they pass the encounter, you can bring it up again in another several sessions with a different flavor; perhaps its winter and an avalanche has blocked another mountain pass, or move it to a river where the dam broke and the ford's become impassible. Keep the old solutions that weren't used while adapting them with whatever window dressing is appropriate. Your players will have no idea. They only know what they see.

The key to good improvisation is preparation. Read up on improv comedy groups. The inexperienced ones make it up as they go along, and it shows through awkward timing and stilted dialogue. The good ones follow a few different sets of pre-arranged framework that can be adapted to whatever the audience throws at them. Having a framework for "character's appearance becomes unusual" can fit scenarios for missing pants, transforming into an alien, carrying an orange on their head, or losing a body part, and the audience never knows the difference without having it spelled out for them. The key to good improv is adapting prepared material to random circumstances. Good improv is 70% pre-determined before the random factor is introduced. That is how you ensure consistent results.

It doesn't matter what road the party chooses. Orc patrol can happen on any of them. Any road through a potential natural obstruction can have the obstruction present complications. A fey spirit spontaneously challenging the adventurers to go through a maze can happen at anytime in the wilderness. A written bandit king NPC can be adapted to a bounty hunter or hobgoblin chieftain or bellicose captain of the guard, depending on what is logical for the players to find due to their actions. You don't need to construct a Call of Duty-esque railroad of spectacle. You just need to have several frameworks on hand that you can adapt to the natural consequences of the party's actions, and you'll be able to generate a spontaneous, satisfactory session that has a logical flow dictated by the players' agency funneled through prepared encounters. No scrambling to make up an encounter with an appropriate level of challenge in the space of a couple minutes before your players zone out. No trying to construct simplistic puzzles on the fly. No trying to make up a simplistic facsimile of a character with no personality for the party to interact with because that's all you can do without any thought beforehand.

I argue that instead of making up a system that attempts to generate encounters from nothing but the players' actions, that more satisfying encounters can be generated from applying the player's actions to a prepared framework. If you come up with an encounter where the party has to flee the city into the wilderness at night to escape from a danger, yet they do some actions that prevent it, that encounter doesn't need to be thrown away. Put it back in the deck and bring out something appropriate to what is happeing. Adapt it later when the party does flee from an encounter, whether it is running from a lich's tomb to hiding in the city sewers to flying an airship away from danger. The meat of the encounter can stay exactly the same; they can be pursued by a unique Bounty hunter with 6 human soldiers, which can turn into an Orc chieftain with 6 hunters with the same stats, or a pirate captain with 6 buccaneers with the same stats. How will your players know the difference? How much time do you save from flipping through the Monster Manual cobbling together monster stats? How much more satisfying is it to face a named enemy with a unique ability and a cool saber, no matter what window dressing you apply to that enemy from the circumstances?

Improv heavy DMs aren't geniuses. They haven't hit on the magic set of rolls that will spontaneously generate satisfaction completely at random in a timely fashion. They're organized.

You should look at some of the better Sandbox roleplaying games. Stars Without Number is a great example. Know what it does? It has you generate a sector of space through rolling on random tables. Each star system has 1 habitable planet by default. You roll the planet's tech level, biosphere, and population. You then roll up 2 attributes for that planet from a table of 100, leaving 100^100 unique combinations, that are then further differentiated by the previously rolled tech level, biosphere, and population. Each attribute has a list of potential enemies, friends, complications, things, and places, 3 each. Here's an example:

Oceanic World

The world is entirely or almost entirely covered with liquid water. Habitations might be floating cities, or might cling precariously to the few rocky atolls jutting up from the waves, or are planted as bubbles on promontories deep beneath the stormy surface. Survival depends on aquaculture. Planets with inedible alien life rely on gengineered Terran sea crops.

E Pirate raider, Violent ?salvager? gang, Tentacled sea monster
F Daredevil fisherman, Sea hermit, Sapient native life
C The liquid flux confuses grav engines too badly for them to function on this world, Sea is corrosive or toxic, The seas are wracked by regular storms
T Buried pirate treasure, Location of enormous schools of fish, Pretech water purification equipment
P The only island on the planet, Floating spaceport, Deck of a storm-swept ship, Undersea bubble city
And then there's the other attribute and its list of potentialities. Let's pull another example.

Flying Cities

Perhaps the world is a gas giant, or plagued with unendurable storms at lower levels of the atmosphere. For whatever reason, the cities of this world fly above the surface of the planet. Perhaps they remain stationary, or perhaps they move from point to point
in search of resources.

E Rival city pilot, Tech thief attempting to steal outworld gear, Saboteur or scavenger plundering the city?s tech
F Maintenance tech in need of help, City defense force pilot, Meteorological researcher
C Sudden storms, Drastic altitude loss, Rival city attacks, Vital machinery breaks down
T Precious refined atmospheric gases, Pretech grav engine plans, Meteorological codex predicting future storms
P Underside of the city, The one calm place on the planet?s surface, Catwalks stretching over unimaginable gulfs below.
Just from these two attributes, there are a myriad of opportunities for satisfactory encounters. What if the water world is perpetually stormy yet rich in natural resources under the waves, requiring flying cities for harvesting? Could the saboteur's name be Frank, and he's working for a storm pirate who attacks convoys between the cities and the water? Could there be a single island with advanced alien ruins that the separate flying cities are fighting over? And this is a simplistic take without the other planet stats, what if the planet's inhabitants are at an 1800's tech level? How do such people live on the flying city? I'm sure you had an idea begin to grow as you read this. That's the point. Inspiration does not appear out of the aether or from the Muses. It comes from the confluence of ideas and possibilities in your mind. Your mind works so much better if it has something to go from rather than next to nothing. It's the difference between driving a car with an engine and without.

It is so much easier to think of potential scenarios that can be in place for the PCs when they arrive with a simple framework like this, rather than look at a spot on the map and go "Um. Maybe there's a flying city, but, uh, why's it there, um, who could they get a quest from, um, what's a conflict they can be a part of, er, okay guys here's some space-orcs, lemme look up what the stats are...". Think the PCs are spinning their wheels, lost for what to do? Send in "Maintenance tech in need of help", take 10 seconds to give him a name and verbal tic. Simple. Engaging. Keeps the game moving.

SWN goes on to have entire factions rolled up with the setting with assets and beliefs and goals, and a system by which those organizations progress on their own or in response to PC's... but the above is enough for my point. Spontaneous play is not consistent play. Sometimes you'll have a good idea, sometimes you'll have nothing, and you'll have good sessions and bad sessions. It's far better in my book to have prepared, broad, modular frameworks that can be used in response to PC actions, where you can assure that the quality will always at least be good.

"Being prepared" and "being unyielding" are not the same thing. A properly prepared DM will always have an appropriate response to PC actions. Thereby the game is kept engaging and moving. Let's actually talk about your current system. All you have is a system for DC checks. That's "rollplaying" rather than "roleplaying." In my mind, its busywork. You have the players roll a die. You compare it to the DC. You use the word "punish", which is toxic in a co-operative game. Never "punish." "Punishment" is neither fun nor satisfying. You let the players deal with the consequences of their actions. What's the action here? They tried to walk in the right direction? How does a bad roll still move the game forward? In your system, it doesn't, it stops the game or even reverses it. The PC's shouldn't be treated as dunces. They don't need to say they buy maps, interrogate the local populace, and follow road markers every time they want to move between cities. What's more satisfying? To say that they lose a day's travel from getting lost, or letting them travel and pulling out an environmental puzzle based on the terrain? Which keeps the game moving forward while providing engagement? Isn't satisfaction and engagement what everybody's there for? Why would you ever deny it?

Look, you're not a genius. I'm not a genius. HARDLY ANYBODY is a genius. What kind of a person can generate a high quality, engaging encounter with satisfactory play completely spontaneously? A genius. Why would you try to be something you're not? Why would any of us?

Sigh. I'm pontificating too long, and being badly sleep deprived is undoubtedly affecting me. It's not just about you. It is an ancient rule among both East and West that teaching, or attempting to at least, is another, higher form of learning. I engage with topics like this and say so much about them because it brings together various thoughts in my head simply by point of fact that talking about them organizes them; it probably benefits me more than whoever I'm spouting at, which is selfish and needs to be contained into something manageable without browbeating some poor innocent on the internet who accidentally engaged me, which this has ballooned beyond. That's my feedback. I'm leaving it to lay as it is. Hope you find a method that works for you and your group. Happy rolling.
 

Saelune

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What is it about this idea that pulls on you to make literally an essay against it?

My world isnt just randomly generated from generic fantasy. I use stuff like this to inspire me to mold it to fit. Most of my better RP characters were from small seeds. Characters I heavily sculpted tended to fall flat.

Stuff like my rule idea is to do that. "Oh, they got lost, well, they got lost going into these woods...well, these woods are inhabited by this specific group of elves, maybe they stumble upon them and they dont take kindly to the dark elf in the group..." and go from there.

If you had a blank piece of paper and were told to draw anything you wanted...what would you draw?

Go on. Anything, literally anything.

But what if I told you to draw a dragon? Now you have something to go on, and you might immediately draw a brilliant gold dragon flying through the clouds, or a sinister green dragon hiding in his treacherous treasure-filled lair, or even a Chinese dragon.

Stuff like this, for me, is that initial seed of an idea, and it works for me.
 

Marik2

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Is there a place where I can read DnD sessions? I would rather read good DnD stories, becuase I don't have the aptitude to role play with others.
 

Saelune

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Marik2 said:
Is there a place where I can read DnD sessions? I would rather read good DnD stories, becuase I don't have the aptitude to role play with others.
What do you mean by 'aptitude'? Cause I mean, not like my players are going to be doing any Shakespearian performances any time soon.

As for stories of DnD sessions, couldnt tell ya, though I would not be surprised if such existed. Ofcourse plenty of youtube videos and twitch streamers who play DnD, but I guess you'd rather read it as a fantasy story than see a bunch of people sitting around poorly acting.
 

TheFinish

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I'm assuming your players do not have access to any sort of spells or items that make any sort of travel rules useless by just bypassing everything.

However, unless it's a wilderness exploration campaign, where they may be stranded/away from resources/otherwise impeded I don't bother with it. Dungeons and Dragons/Pathfinder is a game that can work with such rules, but it's not really built with them in mind (unlike, say, The One Ring).

In general, I just measure distance in days, work out if there could concievably be hostile encounters, set a % chance, and roll once for each day of travel. Sometimes for every 2, 3, etc; depending on how safe the area is.

If they're looking for a hidden place then I'll usually call for Survival or Perception checks of varying difficulty, with failure meaning something bad wants to eat them before they find the place, and success meaning they find the place (which may or may not be full of things that want to eat them).

Working out a system for overland travel far and above what's presented in the rules I consider an excersise in futility. They'll bypass it by 7th level, so why bother.

EDIT: added a useless in the first sentence that I forgot due to being a dumbo.
 

Saelune

Trump put kids in cages!
Legacy
Mar 8, 2011
8,411
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TheFinish said:
I'm assuming your players do not have access to any sort of spells or items that make any sort of travel rules useless by just bypassing everything.

However, unless it's a wilderness exploration campaign, where they may be stranded/away from resources/otherwise impeded I don't bother with it. Dungeons and Dragons/Pathfinder is a game that can work with such rules, but it's not really built with them in mind (unlike, say, The One Ring).

In general, I just measure distance in days, work out if there could concievably be hostile encounters, set a % chance, and roll once for each day of travel. Sometimes for every 2, 3, etc; depending on how safe the area is.

If they're looking for a hidden place then I'll usually call for Survival or Perception checks of varying difficulty, with failure meaning something bad wants to eat them before they find the place, and success meaning they find the place (which may or may not be full of things that want to eat them).

Working out a system for overland travel far and above what's presented in the rules I consider an excersise in futility. They'll bypass it by 7th level, so why bother.

EDIT: added a useless in the first sentence that I forgot due to being a dumbo.
Well, for one, most of my playtime has been below level 7. We start new campaigns often and rarely get to high level stuff. Infact, with 5e one thing I personally have been trying to do is keep us on campaigns. So far, I have managed to maintain one that we started when 5e came out. Mostly by ending it at key points and doing side campaigns/switching DMs, then going back to it.

Plus at level 9 they dont have spells or items to bypass it all currently. One player now has a spell to teleport -back- to places, but not to new ones they dont know.
 

TheFinish

Grand Admiral
May 17, 2010
264
2
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Saelune said:
TheFinish said:
I'm assuming your players do not have access to any sort of spells or items that make any sort of travel rules useless by just bypassing everything.

However, unless it's a wilderness exploration campaign, where they may be stranded/away from resources/otherwise impeded I don't bother with it. Dungeons and Dragons/Pathfinder is a game that can work with such rules, but it's not really built with them in mind (unlike, say, The One Ring).

In general, I just measure distance in days, work out if there could concievably be hostile encounters, set a % chance, and roll once for each day of travel. Sometimes for every 2, 3, etc; depending on how safe the area is.

If they're looking for a hidden place then I'll usually call for Survival or Perception checks of varying difficulty, with failure meaning something bad wants to eat them before they find the place, and success meaning they find the place (which may or may not be full of things that want to eat them).

Working out a system for overland travel far and above what's presented in the rules I consider an excersise in futility. They'll bypass it by 7th level, so why bother.

EDIT: added a useless in the first sentence that I forgot due to being a dumbo.
Well, for one, most of my playtime has been below level 7. We start new campaigns often and rarely get to high level stuff. Infact, with 5e one thing I personally have been trying to do is keep us on campaigns. So far, I have managed to maintain one that we started when 5e came out. Mostly by ending it at key points and doing side campaigns/switching DMs, then going back to it.

Plus at level 9 they dont have spells or items to bypass it all currently. One player now has a spell to teleport -back- to places, but not to new ones they dont know.
Well that's fine. Your system is ok, I just don't usually see the point.

Ah, this is where so many d20 systems get into my mind. I'm used to Teleport being a 5th level spell, not 7th. And Overland Flight apparently doesn't exist in 5th either. And Phantom Steed got horribly nuked.

Sheesh, it's hard to get around in 5th ed.