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Old 08-26-2020, 08:49 AM   #18
Rasputin
 
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
Default Re: GURPS Navigation (Land) and Terrain

Quote:
Originally Posted by M036462 View Post
Part of the problem comes from what the consequences of a failed navigation check. ATE and DF16 treat navigation checks as giving a bonus or penalty to travel speed. Terrain type is already factored into travel speed and some of the modifier is undoubtedly due to navigation difficulty of the terrain, which leads to not adding an additional penalty to the check. I am planning on using a failed navigation check to send the party into the wrong hex which makes me lean toward including a terrain penalty for navigation.
IME, which is extensive with hexcrawls, sending the party into the wrong hex is more bother than it's worth. This is likely why Kromm went with a travel penalty.
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