Hey folks! I'm hoping to start a new campaign in the near future where travel and exploration are heavily featured. Tonight, I wrote out a system for random encounters, random terrain obstacles, and a step-by-step guide for handling the travel. By no means do I believe this to be perfect. In fact the reason for my post is to solicit feedback. Tell me if you see anything that doesn't seem right, or if you have any ideas on how to expand on the stuff in the guide. I'm not big into the 6-8 encounters per day thing, as well as mathematically breaking every aspect of the game down, but if any of you brainiacs see an issue, let me know .
Steps for Travel
1. Determine player marching order and what, if any, activities they are doing while travelling
2. Determine player travelling pace
3. Roll for random weather
4. Have Navigator roll survival check
- DC set by terrain and weather (DMG 112)
- Slow pace +5 to roll
- Fast pace -5 to roll
- With a map, or if navigator can see the sun/stars, check has advantage
- If the party becomes lost, the navigator can re-roll check after spending 1d6 hours trying to get back on course
5. Once every 4 hours, roll to see if random combat/social encounter happen
- Faster travel pace increases likelihood
6. Once every 4 hours of travel, roll to see if party encounters a terrain obstacle
7. After 8 hours of travel, determine if party decides to rest, or if resting is feasible
Random Encounter Percentages
1. Determine where party is and if it's close to potential enemies/NPC's
- If so, add +10%
- If not, subtract -10%
2. Determine travel pace
- Fast: Add +5%
- Slow: Subtract -5%
- Normal: No effect
3. Starting percentage is 30%
4. If random encounter is triggered, roll on Random Encounter Table
Random Terrain Obstacle Percentages
1. Determine what type of terrain party is in
- Forests: +5%/+10% - Grasslands: +5% - Hills: +10% - Mountains: +15%
2. Starting Percentage is 25%
3. Roll on Random Terrain Obstacle Table if under percentage
4. Determine if failure to circumvent obstacle is a minor setback or has dangerous consequences
- Determined by skill check roll and DC of skill check
- DC 10: 1-5 = Dangerous consequence / 6-9 = minor setback
- DC 15: 1-9 = Dangerous consequence / 10-15 = minor setback
- DC 20: 1-10 = Dangerous consequence / 11-19 = minor setback
Cheers!
Steps for Travel
1. Determine player marching order and what, if any, activities they are doing while travelling
2. Determine player travelling pace
3. Roll for random weather
4. Have Navigator roll survival check
- DC set by terrain and weather (DMG 112)
- Slow pace +5 to roll
- Fast pace -5 to roll
- With a map, or if navigator can see the sun/stars, check has advantage
- If the party becomes lost, the navigator can re-roll check after spending 1d6 hours trying to get back on course
5. Once every 4 hours, roll to see if random combat/social encounter happen
- Faster travel pace increases likelihood
6. Once every 4 hours of travel, roll to see if party encounters a terrain obstacle
7. After 8 hours of travel, determine if party decides to rest, or if resting is feasible
Random Encounter Percentages
1. Determine where party is and if it's close to potential enemies/NPC's
- If so, add +10%
- If not, subtract -10%
2. Determine travel pace
- Fast: Add +5%
- Slow: Subtract -5%
- Normal: No effect
3. Starting percentage is 30%
4. If random encounter is triggered, roll on Random Encounter Table
Random Terrain Obstacle Percentages
1. Determine what type of terrain party is in
- Forests: +5%/+10% - Grasslands: +5% - Hills: +10% - Mountains: +15%
2. Starting Percentage is 25%
3. Roll on Random Terrain Obstacle Table if under percentage
4. Determine if failure to circumvent obstacle is a minor setback or has dangerous consequences
- Determined by skill check roll and DC of skill check
- DC 10: 1-5 = Dangerous consequence / 6-9 = minor setback
- DC 15: 1-9 = Dangerous consequence / 10-15 = minor setback
- DC 20: 1-10 = Dangerous consequence / 11-19 = minor setback
Cheers!
- DMG Gnome +2 Int Nothing useful for the Cleric. Forest Gnome +1 Dex, Gnome Cunning is awesome, and you get a DEX boost, but INT is your dump stat, and you don’t get much use out of anything else. Rock Gnome + 1 Con. No appropriate stat bonuses, nothing that says cleric at all.
- Lots of you gamers think D&D-Spells is a time saver. So why not buy The DM a beer, get one for yourself, and let's keep this site going!
Opening a .dmg file. The living things block Ethereal movement rule still exists in the 5e DMG. What doesn’t exist (strangely) is the rule that you can enter the Deep Ethereal from the Border Ethereal. Travel in the Ethereal Plane, particularly extended travel, comes with its own set of substantial complications, obstacles, and dangers;.
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