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<blockquote data-quote="iserith" data-source="post: 7547777" data-attributes="member: 97077"><p>To keep it in line with the rules, I would suggest keeping the Travel Paces the same, but calling the treacherous jungle difficult terrain. This means 15 miles at a Fast pace, 12 miles at a Normal pace, 9 miles at a Slow pace. If they have a ranger with them whose favored terrain is Forest/Jungle, then they ignore the difficult terrain. This greatly argues for the hiring of an NPC hireling if the party does not have a ranger with the appropriate favored terrain in the party, which creates both a cost (to hire) and a risk (since they may have to work to keep the NPC alive).</p><p></p><p>Now comes the Activities While Traveling. With no clear path or road, someone's going to have to Navigate. That can be the hireling or another PC. I would then add to the Foraging task the ability to collect leaves you can chew to gain a powerful stimulant effect which allows forced marches without Constitution checks to some kind of upper limit. Like Navigating, Foraging means the PC(s) doing that task cannot keep watch for danger and is automatically surprised if any lurking jungle monster is indicated along the way, unless of course, that PC is a ranger in favored terrain in which case he or she can also keep watch while performing some other task.</p><p></p><p>Ultimately this becomes a choice between who to assign to what task, what pace at which to travel, whether and when to rest, being sure to collect enough leaves to avoid forced marches, while trying to protect the hireling and anyone else whose attention is diverted to Navigating and Foraging. That's a lot of meaningful choices! Some ability checks might be appropriate here, but I prefer to resolve overland travel stuff with passive checks. DCs go up the faster the pace (or become impossible, as appropriate).</p></blockquote><p></p>
[QUOTE="iserith, post: 7547777, member: 97077"] To keep it in line with the rules, I would suggest keeping the Travel Paces the same, but calling the treacherous jungle difficult terrain. This means 15 miles at a Fast pace, 12 miles at a Normal pace, 9 miles at a Slow pace. If they have a ranger with them whose favored terrain is Forest/Jungle, then they ignore the difficult terrain. This greatly argues for the hiring of an NPC hireling if the party does not have a ranger with the appropriate favored terrain in the party, which creates both a cost (to hire) and a risk (since they may have to work to keep the NPC alive). Now comes the Activities While Traveling. With no clear path or road, someone's going to have to Navigate. That can be the hireling or another PC. I would then add to the Foraging task the ability to collect leaves you can chew to gain a powerful stimulant effect which allows forced marches without Constitution checks to some kind of upper limit. Like Navigating, Foraging means the PC(s) doing that task cannot keep watch for danger and is automatically surprised if any lurking jungle monster is indicated along the way, unless of course, that PC is a ranger in favored terrain in which case he or she can also keep watch while performing some other task. Ultimately this becomes a choice between who to assign to what task, what pace at which to travel, whether and when to rest, being sure to collect enough leaves to avoid forced marches, while trying to protect the hireling and anyone else whose attention is diverted to Navigating and Foraging. That's a lot of meaningful choices! Some ability checks might be appropriate here, but I prefer to resolve overland travel stuff with passive checks. DCs go up the faster the pace (or become impossible, as appropriate). [/QUOTE]
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