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So, Becoming lost is d6 based, unless there is a barbarian, huntsman, ranger or scout in the party, then it is d8 based.
I am pondering a rule that if there are 2 different "wilderness" capable members in the party than they are less likely by 1 (but can go no lower than a 1:N chance) to become lost.
So a party with a scout in the Lug has a 3:8 chance to get lost. If they had a scout and a ranger that would change to 2:8.
Alternatively, it just might change to d10 based. It doesn't change the table and the chances are roughly the same.
The reason for this is that the different classes are trained just a bit differently than the others so that combined they are a bit better at not getting lost.
Good Idea, Bad Idea, or Meh?
Last edited by gizmomathboy (8/16/2019 9:56 am)
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Sounds good. Would you account for the growing experience of these scouts as they advance up the levels?
...d10, d12, d14, 2d8, 3d6, etc.?per level? per 2?
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Probably not. I might give less of a chance for tromping around the same neck of the woods for some repeated period of time maybe.
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gizmomathboy wrote:
So, Becoming lost is d6 based, unless there is a barbarian, huntsman, ranger or scout in the party, then it is d8 based.
I am pondering a rule that if there are 2 different "wilderness" capable members in the party than they are less likely by 1 (but can go no lower than a 1:N chance) to become lost.
So a party with a scout in the Lug has a 3:8 chance to get lost. If they had a scout and a ranger that would change to 2:8.
Alternatively, it just might change to d10 based. It doesn't change the table and the chances are roughly the same.
The reason for this is that the different classes are trained just a bit differently than the others so that combined they are a bit better at not getting lost.
Good Idea, Bad Idea, or Meh?
I think it's a great idea!
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Woohoo! Ghul didn't hate the idea!
I've thought about it a bit and I think I'll go with the die progression idea.
I would have to ponder Iron Ranger's experience idea a bit.
First though, I'll try out the base idea and see how it plays out.
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gizmomathboy wrote:
Woohoo! Ghul didn't hate the idea!
I've thought about it a bit and I think I'll go with the die progression idea.
I would have to ponder Iron Ranger's experience idea a bit.
First though, I'll try out the base idea and see how it plays out.
Die progression would be my preference, too. I wish I'd thought of it!
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Ghul wrote:
gizmomathboy wrote:
Woohoo! Ghul didn't hate the idea!
I've thought about it a bit and I think I'll go with the die progression idea.
I would have to ponder Iron Ranger's experience idea a bit.
First though, I'll try out the base idea and see how it plays out.Die progression would be my preference, too. I wish I'd thought of it!
I like the die-progression idea, too, especially if you're going to improve with character levels. Much like Attribute Tests can be extrapolated along the lines of Deities & Demigods: 7:8, 9:10, 11:12, etc.
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Ghul wrote:
gizmomathboy wrote:
Woohoo! Ghul didn't hate the idea!
I've thought about it a bit and I think I'll go with the die progression idea.
I would have to ponder Iron Ranger's experience idea a bit.
First though, I'll try out the base idea and see how it plays out.Die progression would be my preference, too. I wish I'd thought of it!
You did when you changed the Becoming Lost roll from d6 with a party with no wilderness trained classes to d8 to one that does have such a class.
Keeping with the "normal" set of dice gives 3 more improvement levels possible (d10, d12, d20). If one wanted to bake that into the class then those could come at levels 3, 6, 9 or 6, 9, 12 depending upon how generous one wants to be.
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gizmomathboy wrote:
Ghul wrote:
gizmomathboy wrote:
Woohoo! Ghul didn't hate the idea!
I've thought about it a bit and I think I'll go with the die progression idea.
I would have to ponder Iron Ranger's experience idea a bit.
First though, I'll try out the base idea and see how it plays out.Die progression would be my preference, too. I wish I'd thought of it!
You did when you changed the Becoming Lost roll from d6 with a party with no wilderness trained classes to d8 to one that does have such a class.
Keeping with the "normal" set of dice gives 3 more improvement levels possible (d10, d12, d20). If one wanted to bake that into the class then those could come at levels 3, 6, 9 or 6, 9, 12 depending upon how generous one wants to be.
Oh, I know -- I meant for situations like you described, in which multiple character types with that skillset are present and working together.