| Opustus |
Hey gang, I'm new with Pathfinder and am planning my first campaign.
I've been curious of ways to make an open-world setting that encourages long voyages and land travel. However, downtiming long travels isn't very interesting, and it certainly lacks an action component.
Core rulebook p. 294 already mentions some transportation options, but nowhere in the book have I found information on how travel with the transportation services could actually be played. If anybody has a clue if such information is included in the book, please tip me off!
I've planned to use simple hazard DCs to allow some kind of interaction with travel. E.g. before setting sail, the crew could roll for "Predict Weather" with Survival being matched against a predetermined Hazard DC. The Crit fail / fail / success / crit success could then have different boons or impediments to factors like travel time, fatigue, a chance of encounter or finding treasure.
Further, there would be Exploration intervals during the travels, allowing them to investigate curious water areas, perhaps discovering a magically concealed treasure cove.
Any past experiences of fun travel options or house rules / homebrew content to make travel interesting and rewarding for players is appreciated!
