Talent Question - Outdoorsman

By Darksyde, in Star Wars: Edge of the Empire RPG

Just wondering how you treat or have had treated the 'Decrease overland travel times by half.' part of this talent. Seems like a pretty big decrease in travel time. Does this just apply to the person who has the talent or to any group of people he is leading? would count this if they are driving a vehicle or just for on foot travel?

On the one hand, it doesn't seem like it should apply to the entire group. Conceptually that just doesn't seem possible. Perhaps it's more intended for scouting ahead?

As with most things, I think it depends on the situation. In some instances I would think the outdoorsman's instinct and ability would be able to help the rest of the group keep a higher pace. But in others, not so much.

A small group traveling across relatively easy terrain, especially if they have beasts of burden? Sure, let it apply. A large group (a dozen or more) through really rough terrain with everyone near our over encumbered? No, the Outdoorsman's skill just isn't enough to compensate.

If you'd like a general mechanical rule you might follow, the character can help a number of other characters move quickly equal to his Cunning times his ranks, plus one or two per beneficial factor, minus one or two per detrimental factor.

Or, even better, a Survival check! Difficulty is based on group size, Boosts and Setbacks per factors as normal, and guess what? Outdoorsman apples! There you go, a way to represent it with normal mechanics.

GMs discretion. I'd see either way as fine in interpretation. Seems though like it's a Talent whose reason is why professional guide's are hired.

You don`t turn into a monkey and jump from tree to tree, you act smart and find the best possible paths and roads. The whole group benefits, both on foot and by ground vehicle!

Edited by RodianClone

Maybe you don't turn in to a monkey, but that's my normal method of travel whenever I'm outside. It makes walking to the store a little awkward sometimes, though...

How about these different scenarios for the same overland trip, lets say its through dense forest with no paths etc

  1. The entire Party will take 6 Days to cover the distance with their full compliment of equipment
  2. A heavily loaded Individual on their own could take 5 Days
  3. An individual, not burdened by having to wait for others and traveling light will take 4 days
  4. With an Outdoorsman guide the Party is much quicker, taking only 3 Days
  5. If an individual is has Outdoorsman and traveling light then it will only take 2 Days, Heavily loaded then add half a day to that.

From this a GM could then build an encounter (or series of encounters) out of this. but the best part is putting the group under time pressure to get somewhere. Perhaps there is a dire need for anyone to get to a spot to activate a beacon for rescue. The Party can send the Outdoorsman ahead to get the beacon activated asap, but they will take much longer themselves, or the Outdoorsman can guide the party and reduce their travel time, but not as much as if they went alone.