Tuesday, February 28, 2023

Marching From Golarion; Exploration (Working Draft)

  Source Core Rulebook pg. 496 4.0

Exploration mode is intentionally less regimented than encounters. As a result, during exploration, you’ll be making judgment calls on just about everything that happens.

Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, it’s especially important to have and convey a clear mental picture of the group’s surroundings. You’ll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what they’re interested in and what they consider important. As you play, you’ll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.

Stakes: Low to moderate. Exploration mode should be used when there’s some amount of risk, but no immediate danger. The PCs might be in an environment where they’re likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction.

Time Scale: When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so it’s rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If it’s important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.

Actions and Reactions: Though exploration isn’t broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode.

Exploration Activities

Source Core Rulebook pg. 496 4.0

In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many options available. While players usually hew close to these default activities, there’s no need for them to memorize the exploration activities and use them exactly. Instead, allow each player to describe what their character is doing. Then, as the GM, you can determine which activity applies. This also means you determine how an activity works if the character’s actions differ from those on the list.

Avoid Notice

Decipher Script

Defend

Detect Magic

Follow the Expert

Hustle

Investigate

Repeat a Spell

Research

Scout

Search

Improvising New Activities

If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration.

You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isn’t sustainable over the longer time frame of exploration.

Hexploration

Source Gamemastery Guide pg. 169

Few activities epitomize adventure as much as pure exploration through an unknown wilderness. Leaving the city streets and trade roads behind and striking out into the unknown can test the mettle of the most experienced adventurers, but such efforts reward those seeking fantastical sites, natural resources, and unforeseen opportunities.

While you can represent long, heroic journeys using normal exploration, if you want something more detailed, you can use the hexploration subsystem instead. This is a method where the overland map is divided into individual hexagonal sections of territory. During their exploration, the PCs travel through and explore individual hexes, finding interesting sites, secrets, resources, and dangers.

The pace of travel is measured in days rather than hours or minutes. This means choosing hexploration activities are more akin to choosing downtime activities than exploration activities. Each day, the PCs explore or travel through a region of the wilderness measured in hexes on a map to survey, discover resources, forage, find sites, and reconnoiter potential foes and allies.

Hexploration is ideal for sandbox-style campaigns, where the players are at liberty to set the course of their own adventure. The GM populates a region with interesting locations and situations that the players explore in any order they see fit.

Setting a Party Order

Source Core Rulebook pg. 497 4.0

In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It’s up to you to determine the specifics of who gets targeted based on the situation.

When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs’ exact positions, with their input, if you’re moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe.

Adverse Terrain and Weather

Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters’ progress. The specific effects of certain types of terrain and weather are described starting on page 512.

Difficult terrain, such as thick undergrowth, usually slows down progress. Unless it’s important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on Table 9–2: Travel Speed (page 479), typically cutting it in half if almost all of the land is difficult terrain or to one-third for greater difficult terrain.

Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage.

Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 512.

Hazards

Source Core Rulebook pg. 498 4.0

Exploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if they’re using the Search activity (and the Detect Magic activity, in the case of some magic traps).

Rolling Initiative

Transitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example:

A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, it’s time to roll initiative.

Amiri and a kobold champion agree to have a friendly wrestling match. They square off on a patch of dirt, and you call for initiative using Athletics.

Merisiel and Kyra are negotiating with the kobold king. Things aren’t going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative.

Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll.

Monitoring Spell Durations

Spell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesn’t mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isn’t as precise as encounter rounds. If a question arises about whether a spell has expired, you make the call. You shouldn’t be punitive, but you also shouldn’t treat characters like they move with clockwork precision and perfect efficiency between encounters.

There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell and when they want to use a spell before a fight and keep it in effect during the encounter.

Multiple Encounters

A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out.

Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters.

Before a Fight

Casting advantageous spells before a fight (sometimes called “pre-buffing”) gives the characters a big advantage since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative.

Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning can’t hold up in every situation! In many cases, the act of casting spells gives away the party’s presence. In cases where the PCs’ preparations could give them away, you might roll for initiative before everyone can complete their preparations.

Initiative After Reactions

In some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap that’s triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls.

Choosing the Type of Roll

When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is Perception; this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are Stealth (for sneaking up, like the dragon in the last example) and Deception (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use Deception, Diplomacy, Intimidation, Performance, or Society.

If you're unsure what roll to call for, use Perception. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or Perception and let the player decide. Don't do this if it's absolutely clear another kind of check matters more than Perception, such as when the character is sneaking up on enemies and should definitely use Stealth.

You can allow a player to make a case that they should use a different skill than Perception, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, “I'm going to dangle down off the chandelier to get the drop on them,” you could let them use Acrobatics for their initiative roll. If they just said, “Hey, I want to attack these guys. Can I use Acrobatics?” without establishing a reason beforehand, you probably shouldn't allow it.

Character Placement

When calling for initiative for a combat encounter, you’ll need to decide where the participants in the encounter go on the battle map. Use the party’s order, described on page 497, as a base. You can move forward characters who are using Stealth to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to ensure their position makes sense to both of you.

Resting

Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways:

  • The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).

  • The character loses the fatigued condition.

  • The character reduces the severity of the doomed and drained conditions by 1.

  • Most spellcasters need to rest before they regain their spells for the day.

A group in exploration mode can attempt to rest, but they aren’t entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.

Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.

If a character goes more than 16 hours without going to sleep, they become fatigued.

Taking long-term rest for faster recovery is part of downtime and can’t be done during exploration. 

Watches and Surprise Attacks

Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a night’s schedule needs to account for everyone’s time on guard duty. 

If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don’t automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character’s watch automatically. However, you might have the ambusher attempt a Stealth check against the Perception DCs of all characters to see if anyone noticed its approach.

Daily Preparations

Source Core Rulebook pg. 500 4.0

Just before setting out to explore, or after a night’s rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.

  • Spellcasters who prepare spells choose which spells they’ll have available that day.

  • Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.

  • Each character equips their gear. This includes donning their armor and strapping on their weapons.

  • Characters invest up to 10 worn magic items to gain their benefits for the day.

Starvation and Thirst

Typically characters eat and drink enough to survive comfortably. When they can't, they're fatigued until they do. Without water, after a number of days equal to a creature's Constitution modifier + 1, the creature takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it eats.


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