Question:

Dungeons and dragons help: How to play out travel across a landscape?

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I am DMing a campain right now but i am a bit confused on how to play out the longer journeys or adventures. I have some dungeon tiles but they are for indoors and i really ruins the fact that im telling them theyre in a dense forest. And I dont like the idea of a sort of immediate fast travel because it doesnt give the players a sense of satisfaction that they just traveled such a distance. I am just a bit confused here. thanks

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  1. Here's what you do.

    If you are traveling from Point A to Point B.  Each day roll a percentage of an encounter or not.  1-50 no....51-100 yes.

    Not everyday will bring an encounter and gives them all downtime.

    Have a chart ready for the next percentage when you roll a yes answer.

    what's in your forest?  goblins, bugbears, giant spiders, wood elves, lizard people, other small towns.  you make it up based on what's in your world's forest.  If you keep rolling the same thing every day, then change up the chart.  In Forgotten Realms there is a small town of village always 1D6 days away from the last one.

    Next have you encounter based off the total HP die of your party.  If you have 5 level 1 characters, base that on the largest one usually a barbarian or warrior at 10.  10 HPs x 5 characters equal 50 total points.  Out of that 50 points, look at the type of encounter you have coming up.  if you want it easier, scale it down.  If you want it harder, scale it up.  Now take your total 50 points and divide that into the HPs available for the creatures.  if it is a D3 beast (something really easy and squishible)  divide 50 points by 3 which is 16.5 and round up to 17 easily squishible creatures.  If the hit die is 10 then the logical course of action is to have 5 harder and tougher creatures.  If you end up with human like creatures, give them a template or character class.  Maybe you have run across a band of Goblin thieves...or Wood Elf Defenders.  You name it, it's your game.

    Voilla, a small side adventure they will all talk about in the end.


  2. why dont you play out travel into the real world and have s*x with women...

  3. Try and draw on a piece of paper your own dungeon map with a pencil and a ruler.

  4. Prepare a short set of encounters to break the monotony and toss in some weather (avoid random tables).  Here's how a pre-planned overland trip might break down:

    1.  Pass through a small village, local clerics could use aid in healing folks injured by bandit attack (chance at roleplay).

    2.  Meet some of those bandits on the road - the main group moved on with loot, these stayed to ambush any perceived pursuit.  

    3.  Heavy rainstorm sweeps in (use weather rules).  I almost guarantee players will love a good weather challenge as it gives them a chance to use other skills.

    4.  Evening encounter with an NPC (whether this is a one-time use or someone who adds a plot, your call).

    5.  Washed out bridge or flooded ford, leaving party to find a way across if they want to proceed.  Perhaps at this point the bandits are on the other side (whether party is chasing them or not, the bandits might see them as a threat).

    You don't need to embellish every trip with so many encounters, but if it's lengthy or through dangerous territory, liven things up with pre-planned (not random) encounters that spice things with a variety of more than just X monster attacks you.

  5. i would change the topic name from Board games to Video and Online games, so people within that expertise can answer you!!

    good luck!:)

  6. lol who plays DnD

  7. Battlemaps can be helpful when doing travel.  They are gridded plastic maps on which you can draw things like a stream or a mountain range.

    You could buy a battle map from Paizo.com or from rpgshop.com.  or your local hobby/game store.  Or you can make your own with paper.

    Alternately you can describe different terrain types.  Mountains, plains, forests, swamps.  Just tidbits of description can really liven up a game.

    www.tabletopadventures.com ... look for the Bits and Shards products.

    Rolling for encounters or random weather was usually how it was done in 1st or 2nd edition DnD.  In 3rd or 4th edition GM's usually plan a bit more... unless a character takes of in a direction you didn't plan for them to head.

    Sometimes those encounters are the best anyway.

    Good luck!

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