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<blockquote data-quote="LordEntrails" data-source="post: 7548554" data-attributes="member: 6804070"><p>Glad they are helpful. It's an interesting design challenge <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>I'm not sure, and one of the reasons I was uncomfortable with the potion suggestion. The other things to consider in this regards are the suggestions of Hit Dice being one of the resources. I would probably just keep it to one or the other, but the possibility of mixing both of them is a possibility (and would make the design that much harder!)</p><p></p><p>Allowing healing potions to replace exhaustion is going to up the value of such potions. But, since your party is so prone to avoid exhaustion, this might actually bring some more variety into the general campaign (since now they won't be so adverse to avoiding exhaustion at all costs). It will shift the game, but I don't think a single level per potion and maybe only one such use per short/long (?) rest might not have long term negative effects. I think in your case its worth allowing it.</p><p></p><p>This is a good compromise. And may mean the one/rest might not be needed.</p><p></p><p></p><p>Yea, my examples were not thought through. Just quick things I came up with. I was thinking it wasn't finding/not finding boats, but rather how long it takes them to find it. Now, that may not be your jungle scenario, so really just ideas I threw out as examples of a multi-stage challenge.</p><p></p><p>Exactly what I was thinking. So that they have several chance and choices to make. And they can see, oh, we think we are doing well, we can proceed as is. Or maybe even we are falling behind, we need to use resources. OR maybe you even give them the chance to travel at a fast pace and risk injury or ambush. (New idea, just came to me).</p><p></p><p>Now, that turn the challenge into more than something that takes just an 30 or 60 minutes to resolve, it could become several sessions so be aware of that.</p><p></p><p></p><p>If their are risks and encounters during the challenge/trek, this might offset some of this. But again, it turn this into a scenario of its own.</p><p></p><p>One other thing I will add for everyone about the Jungle debate. Not all jungles are the same. Some are damn near impassible. Others can be trekked through following game trails or just free navigating. What the level of the jungle is can reasonable be set by the GM to what is needed for this trek.</p><p></p><p>Just for reference;</p><p><a href="https://en.wikipedia.org/wiki/Jungle#Varying_usage" target="_blank">https://en.wikipedia.org/wiki/Jungle#Varying_usage</a></p><p><a href="https://danger.mongabay.com/survival/afm/14-02.html" target="_blank">https://danger.mongabay.com/survival/afm/14-02.html</a></p></blockquote><p></p>
[QUOTE="LordEntrails, post: 7548554, member: 6804070"] Glad they are helpful. It's an interesting design challenge :) I'm not sure, and one of the reasons I was uncomfortable with the potion suggestion. The other things to consider in this regards are the suggestions of Hit Dice being one of the resources. I would probably just keep it to one or the other, but the possibility of mixing both of them is a possibility (and would make the design that much harder!) Allowing healing potions to replace exhaustion is going to up the value of such potions. But, since your party is so prone to avoid exhaustion, this might actually bring some more variety into the general campaign (since now they won't be so adverse to avoiding exhaustion at all costs). It will shift the game, but I don't think a single level per potion and maybe only one such use per short/long (?) rest might not have long term negative effects. I think in your case its worth allowing it. This is a good compromise. And may mean the one/rest might not be needed. Yea, my examples were not thought through. Just quick things I came up with. I was thinking it wasn't finding/not finding boats, but rather how long it takes them to find it. Now, that may not be your jungle scenario, so really just ideas I threw out as examples of a multi-stage challenge. Exactly what I was thinking. So that they have several chance and choices to make. And they can see, oh, we think we are doing well, we can proceed as is. Or maybe even we are falling behind, we need to use resources. OR maybe you even give them the chance to travel at a fast pace and risk injury or ambush. (New idea, just came to me). Now, that turn the challenge into more than something that takes just an 30 or 60 minutes to resolve, it could become several sessions so be aware of that. If their are risks and encounters during the challenge/trek, this might offset some of this. But again, it turn this into a scenario of its own. One other thing I will add for everyone about the Jungle debate. Not all jungles are the same. Some are damn near impassible. Others can be trekked through following game trails or just free navigating. What the level of the jungle is can reasonable be set by the GM to what is needed for this trek. Just for reference; [url]https://en.wikipedia.org/wiki/Jungle#Varying_usage[/url] [url]https://danger.mongabay.com/survival/afm/14-02.html[/url] [/QUOTE]
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