Travelling and Leading Large Groups
Posted: Wed Oct 19, 2016 10:13 am
The fellowship are about to lead a party of 40 from Mirkwood to Mountain Hall. These are not PC's so rolling 40 travel checks is not going to happen. That said, a party of 40+ blundering through the wilderness must increase the chance of things going wrong.
My thought on handling this is make fellowship use 2 feat dice, selecting the worst. This will increase chance of fatigue (lots of stops, slowing things down) and hazards. Not sure whether to increase difficulty as well. On the one hand it should be harder going due to taking care of those not quite up to the task, on the other, the feat dice should take care of this.
Has anybody used other mechanics or otherwise have view?
My thought on handling this is make fellowship use 2 feat dice, selecting the worst. This will increase chance of fatigue (lots of stops, slowing things down) and hazards. Not sure whether to increase difficulty as well. On the one hand it should be harder going due to taking care of those not quite up to the task, on the other, the feat dice should take care of this.
Has anybody used other mechanics or otherwise have view?