tag:blogger.com,1999:blog-3871409676946408069.post3388433756590370681..comments2023-10-14T03:58:59.333-06:00Comments on The Tao of D&D: Noodling With TravelAlexis Smolenskhttp://www.blogger.com/profile/10539170107563075967noreply@blogger.comBlogger16125tag:blogger.com,1999:blog-3871409676946408069.post-52563367561595461572022-05-24T17:55:51.577-06:002022-05-24T17:55:51.577-06:00I'm sure you have either a much more complicat...I'm sure you have either a much more complicated system or have stopped using this entirely. I know at one point you had a weather system that meshed well with it. Anyway, I'm taking this idea and tweaking it for my own purposes while I tinker with rules. One of the good ideas, if minor, that has come out of this blog.Griffinhttps://www.blogger.com/profile/14365659989927783999noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-39607996941109808452011-05-11T09:56:28.130-06:002011-05-11T09:56:28.130-06:00Be careful about the magnitude and amount of facto...Be careful about the magnitude and amount of factors. Even just 1 or 2 factors at a high magnitude (like 1.4) are enough to generate ridiculous damage. I started with the harshest climate conditions at a factor of 1.5 and that quickly became untenable. Also be wary of the sheer number of factors, even about 5 of them at 1.1 will have a similar affect.<br /><br />You have to balance the amount of factors you use and their magnitude along with mitigating factors (<1.0).Anthonyhttps://www.blogger.com/profile/02363226867428219723noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-15112288255536666362011-05-10T17:48:20.594-06:002011-05-10T17:48:20.594-06:00Travis,
The problem with adding more and more mod...Travis,<br /><br />The problem with adding more and more modifiers is that the arithmetical progression of the system as described so far already increases at a very fast pace. 3 damage quickly becomes 5, which becomes 8 and 13, then 21 and 34 ... and the next thing, you have Anthony's 174 damage per day.<br /><br />What's needed are modifiers that reduce the arithmetical progression. The assumption ought to be that the progression as described already takes into account the things you suggest ... and that smart party behavior reduces the effects of the wilderness.Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-18047270588610721792011-05-10T17:18:23.281-06:002011-05-10T17:18:23.281-06:00Here is my first draft.Here is my <a href="http://antiledo.blogspot.com/2011/05/attrition-better-overland-travel-system.html" rel="nofollow">first draft</a>.Anthonyhttps://www.blogger.com/profile/02363226867428219723noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-63659678865305396012011-05-10T13:52:55.056-06:002011-05-10T13:52:55.056-06:00Something that would get a high level party's ...Something that would get a high level party's attention would be negative modifier for certain sorts of actions resulting from travel. Anything strenuous would be effected by poor conditions and exhaustion. I am thinking to hit/damage, a thief's climb walls, bend bars lift gates etc. If the PC's have force marched their henchmen for three days in a torrential downpour, sleeping rough and nothing to eat but hard tack and water there ought to be a morale modifier as well.Travis Millerhttps://www.blogger.com/profile/08462669235840448896noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-67463649379368065672011-05-10T13:47:59.624-06:002011-05-10T13:47:59.624-06:00This comment has been removed by the author.Travis Millerhttps://www.blogger.com/profile/08462669235840448896noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-38658736835731018512011-05-10T13:07:51.817-06:002011-05-10T13:07:51.817-06:00Ok, I need to fiddle with my multipliers, because ...Ok, I need to fiddle with my multipliers, because after a 10 day journey through a forest along a trail during winter in a cold climate, characters are taking 174 hps of damage...<br /><br />:DAnthonyhttps://www.blogger.com/profile/02363226867428219723noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-13536417451610278492011-05-10T12:30:13.978-06:002011-05-10T12:30:13.978-06:00Yes ... I had meant that the better inns added les...Yes ... I had meant that the better inns added less new penalty (adding 0.08 for a cheap inn instead of 0.1) each day, and not referring to it as a modifiers.Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-47946484577836679912011-05-10T12:13:48.150-06:002011-05-10T12:13:48.150-06:00If I read your last comment correctly, Alexis, eac...If I read your last comment correctly, Alexis, each day on the inn reduces the factor based on quality, yes? <br /><br />I'm going to praise this the best way I know how. I'm going to work on implementing it immediately. My party might next be veering into an underground wilderness of sorts, so I'll be rationalizing the effects of prolonged travel underground in a D&D game and will offer that up in some forum (perhaps on my blog and then the wiki if it passes muster)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-90564680139857263082011-05-10T11:49:37.773-06:002011-05-10T11:49:37.773-06:00Actually, I imagine the bath and a good shit would...Actually, I imagine the bath and a good shit would do wonders if you consider disease and illness as a part of HP loss...Anthonyhttps://www.blogger.com/profile/02363226867428219723noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-27661301265647185472011-05-10T11:36:46.214-06:002011-05-10T11:36:46.214-06:00Heck. I'm thinking about how the a cheap inn r...Heck. I'm thinking about how the a cheap inn reduces the daily increase to 0.08, a fair inn to 0.06, a costly inn to 0.04 and a luxurious inn to 0.02. If the town is then considered a "road" and no other change is made, the calculation <i>never</i> actually comes to a halt ... it just racks up or diminishes endlessly, like a Sims Bar.<br /><br />The low-level elements fascinate me. How much improvement does a decent shave offer? A bath? The possibilities are endless.<br /><br />I know, I know. Endless grittiness.Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-50718492985361336782011-05-10T11:31:40.505-06:002011-05-10T11:31:40.505-06:00Certainly. If you want to delve deeply into specif...Certainly. If you want to delve deeply into specific temperatures, precipitation levels, etc, that link to climate classification on my post has all of that spelled out. I don't know if you looked at it, but the 5 classifications I used are just 1 level, the official paper breaks those down into many more levels with specific environmental conditions attached to them. Personally, I am going to keep it light and just focus on the high level classification.Anthonyhttps://www.blogger.com/profile/02363226867428219723noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-39873326685713672802011-05-10T11:27:47.631-06:002011-05-10T11:27:47.631-06:00Maybe afterwards we might conspire to fit it on th...Maybe afterwards we might conspire to fit it on the wiki?Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-35342446352026917682011-05-10T11:24:17.976-06:002011-05-10T11:24:17.976-06:00I'm definitely going to have a go at this meth...I'm definitely going to have a go at this methodology. I think I will retain the general concepts I used before like climate classification, topography, and season and convert them into decimals rather than focus on weather generation. I do see the benefit of generating daily weather for gameplay (and will do so), but I might keep the hp damage separate and a little more abstract. Off I go!Anthonyhttps://www.blogger.com/profile/02363226867428219723noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-47034785491680991272011-05-10T10:56:51.462-06:002011-05-10T10:56:51.462-06:00Yes, I can certainly see that. I saw 'civiliza...Yes, I can certainly see that. I saw 'civilization' as the ultimate zeroing effect, but a night at a homestead might reduce the base 40%, a warm, dry cave might reduce it 20%, etc.Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-42945837174397760922011-05-10T10:44:25.812-06:002011-05-10T10:44:25.812-06:00I agree, this is a better implementation since it ...I agree, this is a better implementation since it takes into account time as well.<br /><br />I think the last step would be something to bring the cumulative damage back down to 0. Maybe finding an out of the way homestead, or an obscure shrine or pilgrimage site, wayside inn, etc and staying for a few nights will reset the damage and the party can go back out into the wilderness again.Anthonyhttps://www.blogger.com/profile/02363226867428219723noreply@blogger.com