Territory CR Исследование DC — КиберПедия 

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Territory CR Исследование DC

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Step 2: Design Locations

As a general rule, each territory should contain at least one location to discover; otherwise there’s little point to exploring a territory. In some cases, you need to design only a single location—the focus and eventual goal of the Исследование. Other times, such as if the PCs are surveying a lost world or another terra incognita, you’ll want to design multiple locations, each competing with the others for the PCs’ attention.

Each location should be something memorable and significant. Finding a location should grant a reward (such as a superестественная броня усиление, valuable treasure, or a way sign), or that location should be an adventure site. Locations can be as simple as a stПраха of ancient pirate treasure or as complex as a lost city harboring ancient Магия and technological Таинства.

Each location in a territory needs its own Открытие score. An obvious location (such as a Большой castle or a humanoid army camp) should have an initial Открытие score of 3, while a more obscure location (such as a single house  or a cave entrance) should have an initial Открытие score of 6. You can modify this initial Открытие score total using the values given on Table 4–2, but feel free to come up with your own values based on the Исследование’s narrative.

 

Table 4–2: Открытие Score Modifiers

Modifier to

Condition                    Открытие Score†

 

Desert or plains terrain          +1

 

 

Forest, hills, or marsh terrain  +2            Скакун ain terrain              +3   Location is traveled to or from often                                                  –4            Location is mobile within the territory           +4   Location is unusually Крупный                                      –2            Location is unusually Небольшой                  +2   Location is deliberately hidden                    +2 to +6

 

† Adjustments are cumulative, but the minimum Открытие score = 1.

 

Step 3: Create Way Signs

Way signs provide information about the territory and, if correctly interpreted, can provide bonus Открытие Points. A way sign could be as simple as a vantage point that offers a glimpse of a location from a дальнобойное or a hidden path toward a sought-after goal, or it might itself be a reward for finding a location. Way signs can even be earned or uncovered in advance of exploring a region—if a PC researches the territory the party intends to expЗнание in a library, she might uncover a set of old maps or a traveler’s journal that provides clues to navigating the territory and thus serves as a way sign.

When designing a territory, you’ll usually want to include at least one or two way signs, or as many as 10 in cases of Большой territories. If you’re using hex-based Исследование, treat each significant terrain feature as a territory for the purpose of deciding how many way signs to include, rather than treating each Наговоры as its own territory. Each way sign should have a trigger that results in its Открытие by the party, be it attempting to Отзыв Знание about a region, gathering information in a nearby settlement, using Полет to Разведчик the lay of the land, or uncovering an old map or journal discussing the region. Each way sign should also have an associated skill check and DC to successfully gain information or interpret the clue.


For a simple way sign, this DC should equal the territory’s CR + 10. For a moderately complex way sign, the DC should be equal to the territory’s CR + 15. For complex way signs, the DC should be equal to the territory’s CR + 20.

 

Step 4: Create Random Encounter Tables

A territory’s CR sets the Average CR of random encounters occurring within that territory. Numerous example encounter tables appear on pages 324–327 of Pathfinder RPG Bestiary, as well as throughout Chapter 7 of Pathfinder RPG GameMastery Проводник, but your encounter tables don’t need to be as complex. Usually, a short table of a half dozen or so potential encounters is enough. It’s generally best to check for encounters four times per day—once at dawn, once at noon, once at dusk, and once at midnight, with a 20% chance of an encounter each time. You can even tie encounters to Исследование checks, with a result of a естественная броня 1 on such a check indicating a random encounter. Feel free to adjust the frequency of these checks and the chance of a random encounter occurring as best suits your game. Keep in mind that too many random encounters and wandering Монстры can Замедление down the progression of your plot and can frustrate players. It’s often best to limit random encounters to one per Дня of in-game time.

 


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