Hey, quick question. Is there a thing like a disorientation mechanic? I couldn't really find anything that fits the bill for what I'm looking for. Quick summary of what's going on, my players are currently trapped in a blizzard. The goal is to reach the other side of the map. Now my players can obviously tell which direction is which, so, if they wanted, there isn't really anything stopping them from just going straight for the goal. As for their characters though, they don't have that meta knowledge and might get confused and wander of the wrong direction, simply because they lost their way due to the bad weather conditions. Is there a mechanic that simulates a scenario like that? Or should I just make it simply and let my players make saving throws and, if they fail, they have to roll a d8 and move in the direction they rolled?
Stick arrows on a D6 (if using a map), or alternatively E/W/S/N on a D8 (if using theatre of the mind).
On a failed save, roll the dice. They move an amount of time in that direction. Then make a survival check. If they pass, they realise they're going to wrong (or right) way, otherwise they continue. If the pass, then make them roll again to choose a new course. If they fail, roll your dice again. Etc etc etc.
Obviously this method will require 2 consecutive saves for the players to both realise they're going the wrong way, and choose the correct course, so figure that into your DC's.
I like the idea of blindly meandering across a field in a white out. Make survival checks, and on a fail, the dice determine where you went. Roll a d8 for direction and a d4 for distance. Stick some hazards and monsters in pre-designated squares of the map and if they fail their check and wander over those squares, they trigger another danger or attack. Like a game of D&D Minesweeper. Sounds fun!
I like the idea of blindly meandering across a field in a white out. Make survival checks, and on a fail, the dice determine where you went. Roll a d8 for direction and a d4 for distance. Stick some hazards and monsters in pre-designated squares of the map and if they fail their check and wander over those squares, they trigger another danger or attack. Like a game of D&D Minesweeper. Sounds fun!
Yep, that's pretty much what I was going for, I was just wondering if there's something official, but apparently there isn't really. Oh well, it's gonna be fun either way.
I like the way D6's roll, and given that it's just arrows pointing a map direction, it doesn't matter how many sided dice you use. The issue with a D4 is that there is no "top" side, so it's not as clear which direction the arrow is pointing.
An obvious option is to not show the progress on the map - the players don't know where they are. You can keep track in secret (there's been several good suggestions here on how to determine which random direction they travel).
However just sitting at a table and rolling to see if you can "by chance" get across a map isn't necessarily very fun. Make sure that failing actually have some consequences, and that they actually have some options and ways to deal with the consequences. If my players felt the only thing they could do was to try a new roll and hope to roll higher, they would soon loose interest. Why do they have to cross this piece of land now? Is there a time lock? Does something bad happens if they can't do it in time? I don't know, just make sure that it matters to cross, and give advantages etc to good ideas :-)
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Hey, quick question. Is there a thing like a disorientation mechanic? I couldn't really find anything that fits the bill for what I'm looking for.
Quick summary of what's going on, my players are currently trapped in a blizzard. The goal is to reach the other side of the map. Now my players can obviously tell which direction is which, so, if they wanted, there isn't really anything stopping them from just going straight for the goal. As for their characters though, they don't have that meta knowledge and might get confused and wander of the wrong direction, simply because they lost their way due to the bad weather conditions.
Is there a mechanic that simulates a scenario like that?
Or should I just make it simply and let my players make saving throws and, if they fail, they have to roll a d8 and move in the direction they rolled?
Chapter 5 of the DMG has a "becoming lost" section that uses Survival checks to not become lost.
Stick arrows on a D6 (if using a map), or alternatively E/W/S/N on a D8 (if using theatre of the mind).
On a failed save, roll the dice. They move an amount of time in that direction. Then make a survival check. If they pass, they realise they're going to wrong (or right) way, otherwise they continue. If the pass, then make them roll again to choose a new course. If they fail, roll your dice again. Etc etc etc.
Obviously this method will require 2 consecutive saves for the players to both realise they're going the wrong way, and choose the correct course, so figure that into your DC's.
Why a D6 though? I can see either a D4 (N,E,S,W) or a D8 (N,NE,E,SE,S,SW,W,NW), but why a D6?
I like the idea of blindly meandering across a field in a white out. Make survival checks, and on a fail, the dice determine where you went. Roll a d8 for direction and a d4 for distance. Stick some hazards and monsters in pre-designated squares of the map and if they fail their check and wander over those squares, they trigger another danger or attack. Like a game of D&D Minesweeper. Sounds fun!
Yep, that's pretty much what I was going for, I was just wondering if there's something official, but apparently there isn't really. Oh well, it's gonna be fun either way.
I like the way D6's roll, and given that it's just arrows pointing a map direction, it doesn't matter how many sided dice you use. The issue with a D4 is that there is no "top" side, so it's not as clear which direction the arrow is pointing.
An obvious option is to not show the progress on the map - the players don't know where they are. You can keep track in secret (there's been several good suggestions here on how to determine which random direction they travel).
However just sitting at a table and rolling to see if you can "by chance" get across a map isn't necessarily very fun. Make sure that failing actually have some consequences, and that they actually have some options and ways to deal with the consequences. If my players felt the only thing they could do was to try a new roll and hope to roll higher, they would soon loose interest. Why do they have to cross this piece of land now? Is there a time lock? Does something bad happens if they can't do it in time? I don't know, just make sure that it matters to cross, and give advantages etc to good ideas :-)
Ludo ergo sum!