I am a noob DM.... im curios on peoples thoughts about how to handle travel? For example City A is 6 days from City B how do you handle the travel time?
I usually roll encounters prior to play and make notes so I'm not rolling and flipping through books while the game is on. I ask the group how they to travel, (normal or stealthy) marching order, do they posts guards, camp with a fire, etc.
It depends on how you wish to pace the adventure. You could opt for "The journey passes uneventfully" or you could pick key points. The toll bridge with the militia looking to press gang new recruits, the lonely wayside inn with the suspicious meat pies, the narrow pass replete with ambush, the flooded road and wrecked bridge. You can use the journey to build up the party's teamwork, and to allow certain classes to shine, the Ranger finds the trail, the Bard earns bed, board and information.
I watched a Very Interesting video by the Youtube Matthew Colville last night ... i'm sorry but i cant remember exactly which # .... but he talks about how he does travel and i think i might try something similar.
So my world map could have a hex grid overly ... each hex cell is assigned a biome ... the eight for from the game (Arctic, coast, desert, forest, grassland, mountains, swamp, underdark) and our world contains two more Sea and Urban (a large part of map is water)
I was thinking about creating a token that represents the part and moving allowing the players to move it one space at a time ... on each space a player would roll a D6 ... if the results are 1-5 nothing happens ... if it was a 6 ... it would be a "random encounter" ... some would be good ... such as running into a traveling merchant .... some would be bad ... like a running into a pirate ship full of Orc Pirates (on the Sea)...
This method would mean the longer the trip in distance on the map the more likely it would be to hit a random encounter ...
If a party member is a Ranger or Druid with the biome the part is currently in as their habitat ... the entire party would have advantage during the encounter ... if they do not the party would have disadvantage as the encounter ... i would then roll a random encounter based on the biome and see how the party reacts ...
I think that a boost given by the Ranger/Druid is a nice touch, but feel that advantage to the whole party for the whole encounter may be too much. Maybe it gives them the opportunity to skip the encounter instead? Or perhaps roll the d6 again (i.e., give advantage on the encounter roll instead of the encounter itself)?
I also think you may want to have some caveat for not having a second encounter immediately follow the first. If the party hits a random encounter in hex A, then, even though it's not likely, they could still hit another encounter in the very next hex, and then the hex after that, etc. Perhaps the DM rolls a d6 after the encounter that gives the party that many hexes of movement free of random encounters?
I'm personally not a big fan of random encounters, and use them sparingly in my own games, so fair warning that my suggestions might be suffering from my own bias and leaning towards fewer encounters than you would like!
so after talking to a few friends the idea has updated ...
so basically when the party wants to move on the world level the party "Leader" which usually starts on the DM's left they will tell the DM which hex the party is moving into and the speed at which they are moving. They will then roll a dice we are calling an "Encounter Chance Dice." Now if the player rolls a 1 they get an encounter so the larger the dice the smaller the chance.
Which dice is determined by the speed at which they are traveling.
Speed
Dice
Slow
1d4
Normal
1d6
Fast
1d8
The principle behind this is that the slower the party is moving ... the more they will be encounters with there environment ... NOT ALL RANDOM ENCOUNTERS WILL BE COMBAT ... A random encounter could be anything from finding a berry bush to being attacked by dragon.
That being said I've also toyed around with the idea of using a Temporary Proficiency Bonus/Nerf ... Similar to chart below.
Attribute
Temp Proficiency Bonus Modifier
Slow
0
Normal
-1
Fast
-2
Class/background (Single)
+1
Class/Background (multi)
+2
In a Combat Encounter this would be a literal adjustment to the Proficiency bonus on the character sheet (only during the encounter...) In a non combat encounter this could adjust things dramatically such as the amount of berries found the bush, to the likelihood the traveling merchant has magic items.
I like to handle travel with a hunger dice mechanic. I put a d6 on each player. Every 8 hours they don't eat I flip the dice down. If they eat a ration (which is read as a days worth of meals) I don't touch the dice for that day. My players have made the habit of buying two barrels and filling one with water and the other with rations (trail mix). We did the math. There is 40 gallons of water that can be fit in a DnD barrel with the math they gave us and 100 uses of rations judging it by how much trail mix can fit in a gallon. So if they travel with a carriage they got a 390 lb barrel of water and a 270 lb barrel of rations (Barrel is 70 lbs itself).
Past that I always make sure there is an "encounter". Encounters don't have to be combat though. I usually have them in 4 catergories. Animal, Scenery, Combat, and "unusual". Unusual being anything particularly odd such as a plot thing to run into, a pseudodragon swiping by to nab the cleric's ration, or anything particularly weird. Then I put values in them.
Animal: 1-4 Scenery: 5-7 Combat: 8-9 Unusual: 10
Just a quick example. Depending on where your going you can adjust the variables. So a day goes by and I make a player roll a d10 (could be different sized dice). What ever they roll they run into.
I put animal as its own thing because in my game a druid has to observe animals for an hour before they can learn to transform into them and all it just makes sense to have random animals occasionally pop up. Makes the world feel alive and moving imo. So I just write a small table of what kind of animals they could run into (You can borrow examples from Xanathar's guide to get a feel for the region) and roll to see which ones. Doesn't have to be a big table at all, could just be 4 or 6.
Scenery is simply what they might stop by when they hit their camp site. Some ruins, an abandon old house, a lake side that looks good for taking a bath, a stone bridge over a river set, what have you.
Combat can be your standard muggers or something odd that goes bump in the night
Unusual again being something a bit out there. It can be pleasant or awful. A mix of both keeps your players on their toes.
Finally, I usually only roll that dice ever two days or so. It depends on where they are going. If its in a deep forest full of danger its gonna be every half day. If its a long safe secure road between two popular towns? Maybe every 3rd day. Normal road though? 1 to 2. Depends on how frequent you want them to be. The cool part about doing it this way gives your players a chance to scope out what they are getting into and set the mood which is always a plus. Hope this helps!
If your players will allow you to do more than just "be" at the main adventure site, the travel can be an awesome experience on its own! Using the DMG, I figure the number of days given the mode of travel. I pre-roll the weather for each day. I then roll to know if an encounter will occur (morning, afternoon, evening). If an encounter is indicated, I consider the terrain and decide the encounter type, trying to balance between monsters, side treks, meeting others along the path, and discoveries. It all takes some time, but it is enjoyable for me, and definitely makes the session with the players go by more smoothly. Enjoy your travels, and those of the players.
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I am a noob DM.... im curios on peoples thoughts about how to handle travel? For example City A is 6 days from City B how do you handle the travel time?
I usually roll encounters prior to play and make notes so I'm not rolling and flipping through books while the game is on. I ask the group how they to travel, (normal or stealthy) marching order, do they posts guards, camp with a fire, etc.
It depends on how you wish to pace the adventure. You could opt for "The journey passes uneventfully" or you could pick key points. The toll bridge with the militia looking to press gang new recruits, the lonely wayside inn with the suspicious meat pies, the narrow pass replete with ambush, the flooded road and wrecked bridge. You can use the journey to build up the party's teamwork, and to allow certain classes to shine, the Ranger finds the trail, the Bard earns bed, board and information.
I watched a Very Interesting video by the Youtube Matthew Colville last night ... i'm sorry but i cant remember exactly which # .... but he talks about how he does travel and i think i might try something similar.
So my world map could have a hex grid overly ... each hex cell is assigned a biome ... the eight for from the game (Arctic, coast, desert, forest, grassland, mountains, swamp, underdark) and our world contains two more Sea and Urban (a large part of map is water)
I was thinking about creating a token that represents the part and moving allowing the players to move it one space at a time ... on each space a player would roll a D6 ... if the results are 1-5 nothing happens ... if it was a 6 ... it would be a "random encounter" ... some would be good ... such as running into a traveling merchant .... some would be bad ... like a running into a pirate ship full of Orc Pirates (on the Sea)...
This method would mean the longer the trip in distance on the map the more likely it would be to hit a random encounter ...
If a party member is a Ranger or Druid with the biome the part is currently in as their habitat ... the entire party would have advantage during the encounter ... if they do not the party would have disadvantage as the encounter ... i would then roll a random encounter based on the biome and see how the party reacts ...
What does everyone think ?
I think that a boost given by the Ranger/Druid is a nice touch, but feel that advantage to the whole party for the whole encounter may be too much. Maybe it gives them the opportunity to skip the encounter instead? Or perhaps roll the d6 again (i.e., give advantage on the encounter roll instead of the encounter itself)?
I also think you may want to have some caveat for not having a second encounter immediately follow the first. If the party hits a random encounter in hex A, then, even though it's not likely, they could still hit another encounter in the very next hex, and then the hex after that, etc. Perhaps the DM rolls a d6 after the encounter that gives the party that many hexes of movement free of random encounters?
I'm personally not a big fan of random encounters, and use them sparingly in my own games, so fair warning that my suggestions might be suffering from my own bias and leaning towards fewer encounters than you would like!
so after talking to a few friends the idea has updated ...
so basically when the party wants to move on the world level the party "Leader" which usually starts on the DM's left they will tell the DM which hex the party is moving into and the speed at which they are moving. They will then roll a dice we are calling an "Encounter Chance Dice." Now if the player rolls a 1 they get an encounter so the larger the dice the smaller the chance.
Which dice is determined by the speed at which they are traveling.
Speed
Dice
Slow
1d4
Normal
1d6
Fast
1d8
The principle behind this is that the slower the party is moving ... the more they will be encounters with there environment ... NOT ALL RANDOM ENCOUNTERS WILL BE COMBAT ... A random encounter could be anything from finding a berry bush to being attacked by dragon.
That being said I've also toyed around with the idea of using a Temporary Proficiency Bonus/Nerf ... Similar to chart below.
Attribute
Temp Proficiency Bonus Modifier
Slow
0
Normal
-1
Fast
-2
Class/background (Single)
+1
Class/Background (multi)
+2
In a Combat Encounter this would be a literal adjustment to the Proficiency bonus on the character sheet (only during the encounter...) In a non combat encounter this could adjust things dramatically such as the amount of berries found the bush, to the likelihood the traveling merchant has magic items.
Thoughts?
I like to handle travel with a hunger dice mechanic. I put a d6 on each player. Every 8 hours they don't eat I flip the dice down. If they eat a ration (which is read as a days worth of meals) I don't touch the dice for that day. My players have made the habit of buying two barrels and filling one with water and the other with rations (trail mix). We did the math. There is 40 gallons of water that can be fit in a DnD barrel with the math they gave us and 100 uses of rations judging it by how much trail mix can fit in a gallon. So if they travel with a carriage they got a 390 lb barrel of water and a 270 lb barrel of rations (Barrel is 70 lbs itself).
Past that I always make sure there is an "encounter". Encounters don't have to be combat though. I usually have them in 4 catergories. Animal, Scenery, Combat, and "unusual". Unusual being anything particularly odd such as a plot thing to run into, a pseudodragon swiping by to nab the cleric's ration, or anything particularly weird. Then I put values in them.
Animal: 1-4
Scenery: 5-7
Combat: 8-9
Unusual: 10
Just a quick example. Depending on where your going you can adjust the variables. So a day goes by and I make a player roll a d10 (could be different sized dice). What ever they roll they run into.
I put animal as its own thing because in my game a druid has to observe animals for an hour before they can learn to transform into them and all it just makes sense to have random animals occasionally pop up. Makes the world feel alive and moving imo. So I just write a small table of what kind of animals they could run into (You can borrow examples from Xanathar's guide to get a feel for the region) and roll to see which ones. Doesn't have to be a big table at all, could just be 4 or 6.
Scenery is simply what they might stop by when they hit their camp site. Some ruins, an abandon old house, a lake side that looks good for taking a bath, a stone bridge over a river set, what have you.
Combat can be your standard muggers or something odd that goes bump in the night
Unusual again being something a bit out there. It can be pleasant or awful. A mix of both keeps your players on their toes.
Finally, I usually only roll that dice ever two days or so. It depends on where they are going. If its in a deep forest full of danger its gonna be every half day. If its a long safe secure road between two popular towns? Maybe every 3rd day. Normal road though? 1 to 2. Depends on how frequent you want them to be. The cool part about doing it this way gives your players a chance to scope out what they are getting into and set the mood which is always a plus. Hope this helps!
If your players will allow you to do more than just "be" at the main adventure site, the travel can be an awesome experience on its own! Using the DMG, I figure the number of days given the mode of travel. I pre-roll the weather for each day. I then roll to know if an encounter will occur (morning, afternoon, evening). If an encounter is indicated, I consider the terrain and decide the encounter type, trying to balance between monsters, side treks, meeting others along the path, and discoveries. It all takes some time, but it is enjoyable for me, and definitely makes the session with the players go by more smoothly. Enjoy your travels, and those of the players.