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<blockquote data-quote="I'm A Banana" data-source="post: 7012939" data-attributes="member: 2067"><p>In AiME, you don't often have fights on the way from Point A to Point B. You set out from Point A, some stuff happens, you get to Point B, do a thing (fight some orcs, etc.), then go back to Point A (some more stuff happens on the way). </p><p></p><p>Stuff happens on journeys, but it's usually not "we meet 10 orcs and fight them." (It might be, "we spot an army of orcs marching in the distance from the crest of a hill"). There's maybe a 1/6 chance, with a lot of caveats, of one encounter on the road. The system encourages you to take short journeys at low levels, and longer ones at higher levels, and to open up places for short rests after each adventure during the Fellowship phase.</p><p></p><p>The 6-8 encounters (fights that drain hp) would more typically be *at* an adventuring site, not on the way to it or on the way back from it. </p><p></p><p>In the blurb where they talk about departing from AiME to a more typical D&D wandering monster table, they also talk about adding somewhere for your party to rest. The key for the game's vibe is that, as they put it, "A company of heroes simply cannot live forever on the Road, without engaging the peoples they meet along the way."</p><p></p><p>I'm really excited about how that exploration rule dovetails with the interaction system of AiME to create a real value for a very warm and welcoming character who is able to make friends, and to dis-incentivize the murderhobo lifestyle.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7012939, member: 2067"] In AiME, you don't often have fights on the way from Point A to Point B. You set out from Point A, some stuff happens, you get to Point B, do a thing (fight some orcs, etc.), then go back to Point A (some more stuff happens on the way). Stuff happens on journeys, but it's usually not "we meet 10 orcs and fight them." (It might be, "we spot an army of orcs marching in the distance from the crest of a hill"). There's maybe a 1/6 chance, with a lot of caveats, of one encounter on the road. The system encourages you to take short journeys at low levels, and longer ones at higher levels, and to open up places for short rests after each adventure during the Fellowship phase. The 6-8 encounters (fights that drain hp) would more typically be *at* an adventuring site, not on the way to it or on the way back from it. In the blurb where they talk about departing from AiME to a more typical D&D wandering monster table, they also talk about adding somewhere for your party to rest. The key for the game's vibe is that, as they put it, "A company of heroes simply cannot live forever on the Road, without engaging the peoples they meet along the way." I'm really excited about how that exploration rule dovetails with the interaction system of AiME to create a real value for a very warm and welcoming character who is able to make friends, and to dis-incentivize the murderhobo lifestyle. [/QUOTE]
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