| Colette Brunel |
| 1 person marked this as a favorite. |
As far as I am concerned, exploration tactics are extremely janky. Still, the new skill DC rules might just address one point:
Lastly, we’ve also introduced a simpler guideline for setting the DC of tasks when it really only matters if one person in the group succeeds (such as when everyone in the party searches the same area by rolling Perception): in such a situation, increase the DC by 4.
The DC numbers on this table are to determine whether a single character can succeed or fail at a task. Sometimes, you’ll have a check that the entire party can roll against, with no real complications that would happen on a critical failure, and where only one person really needs to succeed (such as a Perception check when everyone is searching the same area). If you want the whole party to face the same degree of difficulty in a case like this, simply increase the DC by 4.
How does this interact with page 331, which stipulates that if multiple characters are using the Searching tactic, only the one with the highest Perception gets to make a check? Under the new rules update, what happens if two PCs in a four-PC party are both Searching?
| Starfox |
My main troubles with the exploration rules are these:
How does a transition from exploration to encounter mode work?
How does Stealth and having an advance scout work in Exploration mode?
Why is there no action to keep watch for monsters?
And lastly, the premise that an exploration action is equal to one action per encounter round is flawed, as all actions also include a stride.
| Edge93 |
As far as I am concerned, exploration tactics are extremely janky. Still, the new skill DC rules might just address one point:
Quote:How does this interact with page 331, which stipulates that if multiple characters are using the Searching tactic, only the one with the highest Perception gets to make a check? Under the new rules update, what happens if two PCs in a four-PC party are both Searching?Lastly, we’ve also introduced a simpler guideline for setting the DC of tasks when it really only matters if one person in the group succeeds (such as when everyone in the party searches the same area by rolling Perception): in such a situation, increase the DC by 4.
The DC numbers on this table are to determine whether a single character can succeed or fail at a task. Sometimes, you’ll have a check that the entire party can roll against, with no real complications that would happen on a critical failure, and where only one person really needs to succeed (such as a Perception check when everyone is searching the same area). If you want the whole party to face the same degree of difficulty in a case like this, simply increase the DC by 4.
If the previous rule about only one party member making the perception check hasn't changed then it seems apparent that you'd use the normal DC since it isn't a case of the whole party making a check where only one needs to succeed. It's one person making a check where one person needs to succeed.
| Mats Öhrman |
| 1 person marked this as a favorite. |
And lastly, the premise that an exploration action is equal to one action per encounter round is flawed, as all actions also include a stride.
Well, the rules say:
A tactic like wandering or sneaking, which doesn’t cause fatigue, consists of a single action repeated roughly 10 times per minute (such as sneaking using Sneak 10 times) or an alternation of actions that works out similarly (such as searching’s alternation of Stride and Seek).
Searching avoids being fatiguing by "alternating". The question is: Does also e.g "Following Tracks" avoid being fatiguing the same way? And can you make arbitrarily complex tactics just by claiming they are "alternating"?
Well, anyway, the method to do complex tactics currently seem to be to do them in 9-minute intense rushes interspersed with rest.