
Solidchaos085 |
Ascalaphus wrote:That all sounds good to me too. :)Interesting. If it's done right I'd want it. Some other ideas:
* hexcrawl/sandbox support: like how to handle random encounter difficulties
* navigation rules with a difficulty scale that's steep enough that it lasts beyond level 3
* foraging rare herbs, minerals, animals
* environmental difficulties that are really different for each terrain; maybe a bunch of terrain encounters for each terrain type?
But late to toss in my vote, but I'm for this too, maybe an inner sea world guide part two? That has a hex grid of each of the countries and appropriate random encounter tables (a very tall order, but I think it'd sell well.)

Zedth |

despite the stink of necro, this thread smells good to me!!
Paizo, take my money. I would love a volume like this.
in particular I'd like a more in-depth rules analysis for hex-crawling with different types of terrain. I've been house-ruling variations of the kingmaker system for my current swamp-phase of my campaign.

Chemlak |
1 person marked this as a favorite. |

The exploration rules in Ultimate Campaign were a good start... but I, too, would love to see a more in-depth treatment of the various terrain types, random encounter tables, an expanded weather system, detailed survival tips/rules... Basically a Pathfinderised version of the old 1E Wilderness Survival Guide with extra stuff.

![]() |

Ultimate Environments would be an instant buy for me.
If mundane environments alone wouldn't fill pages, I think planar environments as well as extraterrestrial environments (vacuum, gravity) would be awesome. This could even be a tie-in product for a Distant Worlds, Great Beyond, and/or World Tour adventure path.
A survival system akin to social combat or chase cards would be neat, making things more fleshed out than a single Survival roll per day.
Long lists of possible special things that could be found in different environments. How to deal with mirages, brachiation, various kinds of storm survival (sandstorm, ocean storm), rogue waves, whirlpools, quicksand, heatstroke, frostbite.
Lists of how to deal with hazards, like one of the last pages in People of the Sands, except more thorough and for all sorts of environments.
I think I'd rather see monsters in a separate Bestiary book that was environment-themed.

DthAlchemist |

Perhaps, if they included more fantastical environments as well as the mundane ones - e.g. undead forests, storms of divine wrath, acid geysers, carnivorous bogs, etc.
A hardcover Pathfinder guide to hiking and camping wouldn't be very exciting.
I am all for a book that has all of this: normal and crazy bizarre environments. I think that info the planes would be better suited to its own book, but for this idea, MY MONEY IS READY!

Mark Hoover |

For some of this, we might not even need a new book. Here Laurefindel details the Overland Round; a houserule that helps define a period of overland travel. For non-combat encounters Raging Swan Press has a ton of GM aids and the one I've been using for the past couple sessions has been the GM's Miscellany: Wilderness Dressing. Comb through the old 1e DM's Guide and you'll find terrain types, charts for what's in the next hex etc. Add all that with the hazards, threats and haunts in the existing PF books and you can pull together a lot of what's suggested in this thread.
... or, y'know, Paizo could just put all that in one book I guess...
Anyway I'd probably buy it. Its always nice to have wilderness exploration stuff handy at my fingertips when my players decide "yeah, we know that giant, shiny hook over the tavern is where we SHOULD go, but what if we just got on our horses and rode north into these forested hills where there's nothing written on your map?"