Re: Rules for Underground Travel
Posted: Fri Aug 29, 2014 1:58 am
Alright, long post incoming because I'm going to try to go through the whole thing...
First things first... according to the rules, there can be more than one Scout, how do I determine which Scout is used?
The example map is an excellent illustration of the concept of mapping the relationships between different plot relevant locations. But there's no example or explanation of how to come up with the number of tests or the TN. Maybe some relation to the number of marches?
The Preparation rules are pretty vague. How about each character making a Preparatory roll? For example, Craft or Athletics for a crevasse challenge; Lore or Riddle for a directional challenge; Hunting or Craft for a food challenge, etc.?
I would make your Travel Gear rules explicit. I don't think there's any need to create more confusion on the subject. Simply make it work the way you want it to... in my thoughts, I was thinking that the various supplies would have Encumbrance and thus actively add to your Fatigue threshold.
I was thinking that all supplies would be consumable, but at different rates. For example, the chance of food being non-consumed is G (representing that the explorers found something to eat in the dungeon) but the chances of ropes and pitons or crowbars being consumed is S (representing horrible failures, rope falls down into the crevasse, crowbar is bent or mangled by being overforced, etc.) Of course, as mentioned, special items could have different values (cram is 10, lembas is 8, etc.)
I like the exploration basic mechanic and your explanation of how the Feat die will work with failures is well considered.
I'm deeply confused by Riddles in the Dark... if the LM is rolling a die, then aren't the players always trying to guess a number between 1 and 6?
Under Blind Luck, it mentions removing the Lost condition, but before it seemed like getting lost just added a test. Also, a lot of the things mentioned would be covered by the consumables test, if you decide to go that way.
It seems like the rest of things might be notes on things... consolidation of everything into one place will be useful for the final product.
In general, looking really good... I will try to provide even more feedback as I get the chance.
First things first... according to the rules, there can be more than one Scout, how do I determine which Scout is used?
The example map is an excellent illustration of the concept of mapping the relationships between different plot relevant locations. But there's no example or explanation of how to come up with the number of tests or the TN. Maybe some relation to the number of marches?
The Preparation rules are pretty vague. How about each character making a Preparatory roll? For example, Craft or Athletics for a crevasse challenge; Lore or Riddle for a directional challenge; Hunting or Craft for a food challenge, etc.?
I would make your Travel Gear rules explicit. I don't think there's any need to create more confusion on the subject. Simply make it work the way you want it to... in my thoughts, I was thinking that the various supplies would have Encumbrance and thus actively add to your Fatigue threshold.
I was thinking that all supplies would be consumable, but at different rates. For example, the chance of food being non-consumed is G (representing that the explorers found something to eat in the dungeon) but the chances of ropes and pitons or crowbars being consumed is S (representing horrible failures, rope falls down into the crevasse, crowbar is bent or mangled by being overforced, etc.) Of course, as mentioned, special items could have different values (cram is 10, lembas is 8, etc.)
I like the exploration basic mechanic and your explanation of how the Feat die will work with failures is well considered.
I'm deeply confused by Riddles in the Dark... if the LM is rolling a die, then aren't the players always trying to guess a number between 1 and 6?
Under Blind Luck, it mentions removing the Lost condition, but before it seemed like getting lost just added a test. Also, a lot of the things mentioned would be covered by the consumables test, if you decide to go that way.
It seems like the rest of things might be notes on things... consolidation of everything into one place will be useful for the final product.
In general, looking really good... I will try to provide even more feedback as I get the chance.