Exploration Pillar General v0.3.0 #
Old Notes to Pick Through #
Not sure how I want to divide up exploration work and where to root usefulness
Exploration Activities
- Tracking & Hunting; Perception
- Butchering; Survivalism & Dexterity
- Foraging; Investigation, Nature
- Tool & Artisanry; Relevant Checks
- Differing weather conditions affect certain types of activities
- E.g. Tracking may be harder in the rain/wet areas
- Characters should have different things they can CHOOSE to do while camping
- E.g. Bard has song of rest for +d6->d12 hp to PCs expending hit die
New Skill Checks & More
- New proficiencies for knowledge of creature types? (Fey, Fiend, Undead, etc)
- Survival into -> Tracking, Survivalism, Pathfinding
Crafting - PHB HAS CRAFTING RULES CHECK THEM OUT (And can be used for poison)
- Charges/durability depending on what the object is made of?
- Rest activity?
- Without tools/proficiencies, time to create should increase dramatically
- Low tech gear & supplies should be reasonable options to make on the road
- I.e. A PC fashions a crude dagger of bone/stone (Weaker than smithed metal (Some penalty))
- Low tech gear & supplies should be reasonable options to make on the road
- Crafting/Tinkering/Enchanting/etc should be able to be a CORE component of a characters exploration skillset
- NO STAT INCREASES (causes meta/optimal exploratory picks for combatants)
Tool Proficiencies
- Gives prof. for applicable skills, IN ADDTION TO EXISTING PROF./EXPRTISE
- Ties into crafting
Dungeons & Character Exploration Features
- Need to analyze how classes interact with dungeons
- Possibly add dungeon traversal tools?