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Forced March question
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<blockquote data-quote="LordEntrails" data-source="post: 7548289" data-attributes="member: 6804070"><p>One resource the party could (maybe) expend would be healing potions. But not a big fan of that.</p><p></p><p>Anyway, I would tend to eliminate the Forced March as separate from the skill challenge. Then have degrees of success with the challenge that the party could spend exhaustion levels to overcome parts of the challenge, or to offset failed parts of the challenge.</p><p></p><p>"You failed to navigate the river and took the wrong branch, you can spend an exhaustion level to get back on track."</p><p></p><p>Also, I like accommodating warning the village, I would also allow for if the party surpasses or excels at the skill challenge that maybe they get their with 30 or 60 minutes before the enemy. Allowing them to be familiar with the layout, or get the villagers to hide, or maybe even setup a very hasty ambush.</p><p></p><p>That to me sounds like it gives them lots of options, and choices. They might fail at part of the challenge, but because they think they can still beat the enemy to the village they have the option to accept exhaustion, or maybe spend some resource to get them ahead. That way, it becomes multiple rolls and multiple decision points.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 7548289, member: 6804070"] One resource the party could (maybe) expend would be healing potions. But not a big fan of that. Anyway, I would tend to eliminate the Forced March as separate from the skill challenge. Then have degrees of success with the challenge that the party could spend exhaustion levels to overcome parts of the challenge, or to offset failed parts of the challenge. "You failed to navigate the river and took the wrong branch, you can spend an exhaustion level to get back on track." Also, I like accommodating warning the village, I would also allow for if the party surpasses or excels at the skill challenge that maybe they get their with 30 or 60 minutes before the enemy. Allowing them to be familiar with the layout, or get the villagers to hide, or maybe even setup a very hasty ambush. That to me sounds like it gives them lots of options, and choices. They might fail at part of the challenge, but because they think they can still beat the enemy to the village they have the option to accept exhaustion, or maybe spend some resource to get them ahead. That way, it becomes multiple rolls and multiple decision points. [/QUOTE]
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