mindcontrolsquid
Level 4 Theurgist
"There is a fifth dimension beyond that which is known to man..."
Posts: 118
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Post by mindcontrolsquid on Oct 1, 2015 13:56:40 GMT -6
Perhaps I'm asking obvious questions, but I'm somewhat confused about a few of the rules about getting lost in the wilderness (U&WA pg. 17):
-The rules state that a lost party "may make only one direction change" during lost movement. Am I to understand that this represents only a single degree of movement alteration during a day of travel (i.e. if a lost party rolls a 1 for direction, they could only change direction from north [1] to northeast [2])? At what point during movement does this change in direction occur; does it occur during the day of lost movement or on the day afterward?
-The rules also state that "when exploring the referee should indicate which direction the party is lost in." (emphasis mine). Am I to interpret this as meaning that a referee must only indicate direction for parties lost while moving in unexplored/unmapped areas, or should the party be informed by the referee for any movement while lost?
I have very little knowledge of the Outdoor Survival rules, which may account for my confusion on these points. Are these addressed there?
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Post by Porphyre on Oct 1, 2015 14:51:17 GMT -6
I *think* there was actually something about that in OS, but I don't have the ruleset handy to check.
If I remember well, the hex was determined by 1d6, the player was actuelly aware that he had wandered off , and could correct the path, although he was allowed only one change in direction, and was overall limited by his move allowance
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Post by howandwhy99 on Oct 1, 2015 18:52:05 GMT -6
This is definitely a reference to Outdoor Survival.
There are quite a few rules to what initially appears as a simple game. Depending on the scenario used from that game a player rolls a d6 and then may be able to move freely, change direction once, or not change direction at all. They must also move their full distance usually for a day. And if lost, initial daily direction is rolled randomly.
It's a hard game to play. Getting lost is easy. So is dehydrating, starving, encountering animals, insects, natural hazards, or just plain using too many resources in a day. (There are positives too).
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mindcontrolsquid
Level 4 Theurgist
"There is a fifth dimension beyond that which is known to man..."
Posts: 118
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Post by mindcontrolsquid on Oct 1, 2015 19:33:26 GMT -6
This is definitely a reference to Outdoor Survival. There are quite a few rules to what initially appears as a simple game. Depending on the scenario used from that game a player rolls a d6 and then may be able to move freely, change direction once, or not change direction at all. They must also move their full distance usually for a day. And if lost, initial daily direction is rolled randomly. It's a hard game to play. Getting lost is easy. So is dehydrating, starving, encountering animals, insects, natural hazards, or just plain using too many resources in a day. (There are positives too). I see. And I'm assuming the party would stop if they encounter a hex they don't have enough movement factors to enter (if they went towards a mountain hex with only a single hex left of movement, for example)?
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Post by howandwhy99 on Oct 2, 2015 19:16:10 GMT -6
By the book I believe they lose extra movement in a day. I include it in D&D. 1 hour into mountains means that distance out.
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Post by tetramorph on Oct 4, 2015 11:55:20 GMT -6
I never liked the OS lost rules. So I ruled this up for myself: On 2d6: Result | Aided | Unaided | Return | - | 12 | Right 2 | 12 | 11 | Right 1 | 11-10 | 10-9 | Target | 9-5 | 8-6 | Left 1 | 4-3 | 5-4 | Left 2 | 2 | 3 | Circle | - | 2 |
Aided means hiring a scout, being on a trail or using a map with a compass (sexton at sea) etc. Return means you wind back up in the HX from whence you started. Right / left 1 or 2 means you wind up journeying out of a HX to the right or left of the intended HX face up to one or two faces. Target means the targeted HXs were reached. Circle means you wasted your move allowance going in a circle, winding up in the HX you first got lost in. This has generated more "realistic" lost scenarios for me.
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mindcontrolsquid
Level 4 Theurgist
"There is a fifth dimension beyond that which is known to man..."
Posts: 118
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Post by mindcontrolsquid on Oct 4, 2015 12:09:36 GMT -6
I never liked the OS lost rules. So I ruled this up for myself: On 2d6: Result | Aided | Unaided | Return | - | 12 | Right 2 | 12 | 11 | Right 1 | 11-10 | 10-9 | Target | 9-5 | 8-6 | Left 1 | 4-3 | 5-4 | Left 2 | 2 | 3 | Circle | - | 2 |
Aided means hiring a scout, being on a trail or using a map with a compass (sexton at sea) etc. Return means you wind back up in the HX from whence you started. Right / left 1 or 2 means you wind up journeying out of a HX to the right or left of the intended HX face up to one or two faces. Circle means you wasted your move allowance going in a circle, winding up in the HX you first got lost in. This has generated more "realistic" lost scenarios for me. Very nice! I may steal this...
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Post by sepulchre on Oct 5, 2015 0:05:18 GMT -6
Tetramorph wrote:
How do you determine the chance to become lost initially, does the chance assume terrain or other factors like scout or map, as scout is factored into the table you posted?
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Post by tetramorph on Oct 5, 2015 12:34:54 GMT -6
sepulchre, the above table is how I determine if they are lost at all. Every wilderness move I roll 2d6 and check the table. Most of the time, even unaided, they make it to the targeted HXs. But sometimes the roll is high or low and they get of course a bit. Very rarely are they going to wind up returning or going in circles. And if they are on an official road or following a river they cannot get lost. I don't even make a check. Does that makes sense?
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Post by sepulchre on Oct 5, 2015 13:32:44 GMT -6
Definitely. Though it be a granular take on the wilderness as a category, I would expect, like rivers or roads, terrain modifies the chance of becoming lost. I have had some experience with wilderness work; it should be noted when people become lost, most often they actually do end up returning and going in circles, sadly.
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