Difference between revisions of "Journey: Exploration"

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! width="180" align="center" style="background:#84BE6A"|'''Fraction Carried'''
 
! width="180" align="center" style="background:#84BE6A"|'''Fraction Carried'''
! width="180" align="center" style="background:#B4CDCD"|'''Base Energy'''
+
! width="180" align="center" style="background:#B4CDCD"|'''Energy Multiplier'''
 
|- style="background:khaki"
 
|- style="background:khaki"
| < ¼ || 1
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| < ¼ || x1
 
|-
 
|-
| ¼ < ½ || 2
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| ¼ < ½ || x2
 
|- style="background:khaki"
 
|- style="background:khaki"
| ½ < ¾ || 3
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| ½ < ¾ || x3
 
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|-
| ¾ + || 4
+
| ¾ + || x4
 
|}
 
|}
  
 
Given that starting energy totals will be relatively low, this should signify the importance of containers to carry more equipment in, as carrying objects in containers reduces their effective weight.
 
Given that starting energy totals will be relatively low, this should signify the importance of containers to carry more equipment in, as carrying objects in containers reduces their effective weight.
 +
 +
=Example Encounters=
 +
Okay, so now that we have some stuff, let's apply it, eh?
 +
 +
==The Cliffs of Insanity==
 +
A standard Journey party (generalist Lorist) is attempting to get to a dungeon. On their travels, they encounter a series of hexes with a cliff zone barring their passage. The cliff zone seems to carry on into mountain hexes, and they would rather not leave the forest hexes they're in, as mountains are more dangerous. They decide to attempt to climb the cliff.
 +
 +
The cliffs are about eighty feet high, and so have a Composite Target Number (CTN) of 80, with a base TN of 7 - not only is there a lot of cliff, it's rather sheer, and so very difficult to climb. What this means is that a character must hit a TN of 7 on any given Climb check to make progress (and potentially fall), and a character's total result over a series of rolls must be an 80 to completely get over the obstacle.
 +
 +
Given that there is no combat here, the party decides to take their time to do this right.
 +
 +
The warrior, with a high Strength attribute, can climb on his own despite not being too good at it (1d8+1d4 [7]). He will make progress, but very slowly. It will take him 12 checks to climb up, and Climb has a base Energy of 1. He is carrying slightly less than half his Endurance, so his multiplier is x2, meaning each check requires 2 energy. He will spend 24 energy to reach the top of the cliff. However, he only has 14 max energy. For each check after his 7th, he will suffer two Exhaustion tokens (which are essentially Wound tokens for energy).
  
 
{{Journey}}
 
{{Journey}}

Revision as of 14:57, 8 November 2012

UNTESTED
Question mark.jpg This page is theoretically complete but contains untested material. Unlike viable material - which has already been tested - this material should receive priority in playtesting, and may be subject to rapid, unexpected changes. Log usage of this material.
 

This is where we discuss exploration.

Overview

Getting from one place to another is not nearly as simple and straight-forward as saying "we go from here to there." The world is full of dangers, interesting sites, and unplanned detours - and as such, Journey seeks to make all these possible, within a strong mechanical framework that remains flexible enough to present all that a fantasy world has to offer.

Unlike combat, exploration is significantly more dynamic in terms of what skills are used for. The same skill can be used one minute to gain an advantage over the environment, and the next used in a reactive manner to defend against something the environment is doing to you.

Terms

Hex

An area of space on the overworld map. Hexes are the smallest unit of terrain: in general, the terrain in a hex will match the hex's terrain type. Hexes are a static feature of the world map.

Room

An area within a hex. Rooms are created dynamically as the party travels through a hex, dependent upon their chosen direction. Room size is based on something that we have yet to determine because we're terrible at this.

Zone

A static area within a hex that defines some characteristics of the area beyond what the hex, and help define what rooms the party encounters when traveling in the hex. Zones help define placement of static obstacles, and can also modify dynamic encounters.

Energy

The basic resource of exploration. Energy is consumed when performing exploration tasks, and is also depleted over time while a character is awake. Energy is restored through eating, drinking, and resting.

Obstacle

Exploration encounters are referred to as a whole as obstacles. These can be anything from a potential combat with a wandering monster to having to scale a cliff to get to your destination.

Position

A catch-all term for basic exploration checks. Just as any character can dodge, so, too, can any character attempt to be stealthy or generally aware of their surroundings. The Positions are: Stealth, Survival, Awareness, Fortitude, and Navigation.

Energy, Endurance, and Time

There are three primary factors in exploration for characters to be concerned about. These are: energy, their ability to keep going; endurance, their ability to carry gear; and time.

Energy expenditure varies wildly based upon the activities being undertaken.

Endurance is the the max of a character's Strength and Constitution attributes, plus any ranks in the Endurance trait. However, just because you can carry that much does not mean you can indefinitely: the higher fraction of your endurance you carry, the more base energy you expend for travel.

Energy and Endurance
Fraction Carried Energy Multiplier
< ¼ x1
¼ < ½ x2
½ < ¾ x3
¾ + x4

Given that starting energy totals will be relatively low, this should signify the importance of containers to carry more equipment in, as carrying objects in containers reduces their effective weight.

Example Encounters

Okay, so now that we have some stuff, let's apply it, eh?

The Cliffs of Insanity

A standard Journey party (generalist Lorist) is attempting to get to a dungeon. On their travels, they encounter a series of hexes with a cliff zone barring their passage. The cliff zone seems to carry on into mountain hexes, and they would rather not leave the forest hexes they're in, as mountains are more dangerous. They decide to attempt to climb the cliff.

The cliffs are about eighty feet high, and so have a Composite Target Number (CTN) of 80, with a base TN of 7 - not only is there a lot of cliff, it's rather sheer, and so very difficult to climb. What this means is that a character must hit a TN of 7 on any given Climb check to make progress (and potentially fall), and a character's total result over a series of rolls must be an 80 to completely get over the obstacle.

Given that there is no combat here, the party decides to take their time to do this right.

The warrior, with a high Strength attribute, can climb on his own despite not being too good at it (1d8+1d4 [7]). He will make progress, but very slowly. It will take him 12 checks to climb up, and Climb has a base Energy of 1. He is carrying slightly less than half his Endurance, so his multiplier is x2, meaning each check requires 2 energy. He will spend 24 energy to reach the top of the cliff. However, he only has 14 max energy. For each check after his 7th, he will suffer two Exhaustion tokens (which are essentially Wound tokens for energy).

 
...the journey of a thousand miles...
Journey
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