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Forced March question
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<blockquote data-quote="LordEntrails" data-source="post: 7548482" data-attributes="member: 6804070"><p>I was thinking healing potions could offset exhaustion. Not RAW, but seems plausible.</p><p></p><p></p><p>I wouldn't tell the party just where they are at. just progress or status like:</p><p></p><p>A) It seems like you just might beet them there if you keep up this pace.</p><p>B) You'll probably get there near the start of the battle.</p><p>c) By the time you get there, it is certain the battle will be underway, but you still might have a chance to turn the tide.</p><p>D) You are certain by the time you get there the battle will be over, though you might be able to help if their are any survivors.</p><p></p><p>And paraphrasing that at different times. I wouldn't think the challenge would be a single set of rolls/events, but rather three of four chances for the party to make progress or fall behind. So something like;</p><p></p><p>First challenge; obtaining boats; pass then A is likely. Fail then B or C</p><p>Second Challenge; navigate river. Expend exhaustion to go faster (knowing they have x number of healing potions that can rejuvenate them). Then depending upon on how they do, they could keep up, get ahead or fall behind.</p><p>3rd and 4th challenges same thing.</p><p></p><p>So, maybe a "point" system, where succeeding at each step of the way (or over achieving?) means they earn zero points. Spending the resource (exhaustion?) means they get a negative point, and failing means they gain 1 or 2 points. Then A=0, B=1, C=2, D=3.</p><p></p><p>That way, they have multiple die rolls and multiple times they can make decisions to use up their resources. One or two of the challenges could also have individual rolls and results, so some characters are exhausted and others are not.</p><p></p><p>Maybe something like each canoe carries 2 people, only has to be paddled by 1, but then if that person doesn't spend exhaustion, then they fall behind by 1. or, something.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 7548482, member: 6804070"] I was thinking healing potions could offset exhaustion. Not RAW, but seems plausible. I wouldn't tell the party just where they are at. just progress or status like: A) It seems like you just might beet them there if you keep up this pace. B) You'll probably get there near the start of the battle. c) By the time you get there, it is certain the battle will be underway, but you still might have a chance to turn the tide. D) You are certain by the time you get there the battle will be over, though you might be able to help if their are any survivors. And paraphrasing that at different times. I wouldn't think the challenge would be a single set of rolls/events, but rather three of four chances for the party to make progress or fall behind. So something like; First challenge; obtaining boats; pass then A is likely. Fail then B or C Second Challenge; navigate river. Expend exhaustion to go faster (knowing they have x number of healing potions that can rejuvenate them). Then depending upon on how they do, they could keep up, get ahead or fall behind. 3rd and 4th challenges same thing. So, maybe a "point" system, where succeeding at each step of the way (or over achieving?) means they earn zero points. Spending the resource (exhaustion?) means they get a negative point, and failing means they gain 1 or 2 points. Then A=0, B=1, C=2, D=3. That way, they have multiple die rolls and multiple times they can make decisions to use up their resources. One or two of the challenges could also have individual rolls and results, so some characters are exhausted and others are not. Maybe something like each canoe carries 2 people, only has to be paddled by 1, but then if that person doesn't spend exhaustion, then they fall behind by 1. or, something. [/QUOTE]
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